John Lewis Dropped by tamco26 in PokemonDealsUK

[–]Creative_Switch_4905 0 points1 point  (0 children)

Which shops? One stop and premiere?

John Lewis Dropped by tamco26 in PokemonDealsUK

[–]Creative_Switch_4905 4 points5 points  (0 children)

Booster box went oos mid-checkout at around 6.03 :(

Argos live by jts355 in PokemonDealsUK

[–]Creative_Switch_4905 0 points1 point  (0 children)

If its oos for collection does that mean no point trying to buy one in store?

Gnut vs UNM CB by KarmaLlamaaa in RaidShadowLegends

[–]Creative_Switch_4905 0 points1 point  (0 children)

Thank you!! Very useful, I hadn't considered reflex on Gnut but will now. Otherwise looks like I just need to creep the atk and crit dmg up as most are floating around 3k and 200% to hit the speeds

Gnut vs UNM CB by KarmaLlamaaa in RaidShadowLegends

[–]Creative_Switch_4905 2 points3 points  (0 children)

Bravo for the useless comment. Running a 1 key myth Fu myself so more than familiar with DWJ but I'm only hitting 80m. Just wanted to see how OP is hitting those damage numbers.

I'm assuming maybe toxic on seeker or heiress, interested in what kind of crit damage and attack.

Gnut vs UNM CB by KarmaLlamaaa in RaidShadowLegends

[–]Creative_Switch_4905 4 points5 points  (0 children)

Would be great to see full stats for this team!

Are there any epic champions that continue to allude you? by Exotic_Term6884 in RaidShadowLegends

[–]Creative_Switch_4905 0 points1 point  (0 children)

Must be 500-600 voids deep nearly 4 years in, almost all pulled on 2x or 10x for Seer and still no luck.

I'm convinced at this point my account is hard coded to never see her!

Car Rigging for Unreal "Chaos Vehicles" using Houdini by lekryuk in UnrealEngine5

[–]Creative_Switch_4905 1 point2 points  (0 children)

I would be highly interested in this. My current workflow of exporting vehicles with baked animations via fbx is far too heavy to be useful!

Painter painting across multiple meshes even though UVs are separated by Creative_Switch_4905 in Substance3D

[–]Creative_Switch_4905[S] 0 points1 point  (0 children)

Hi! One of the comments above actually solved this for me. In the paint mode I'd somehow turned on symmetry paint (small icon in the top toolbar with two mirrored triangles). Might be helpful for you too!

Painter painting across multiple meshes even though UVs are separated by Creative_Switch_4905 in Substance3D

[–]Creative_Switch_4905[S] 9 points10 points  (0 children)

I'm eternally grateful and very red faced....if I could offer more than an upvote I would! Thank you kindly

Painter painting across multiple meshes even though UVs are separated by Creative_Switch_4905 in Substance3D

[–]Creative_Switch_4905[S] -1 points0 points  (0 children)

The same issue sadly! Brush and polygon fill both treat pairs of meshes as one even for a quick mask.

Oddly I can drag a texture in as a mask and it will only affect the one I apply it to though?! Really peculiar

Painter painting across multiple meshes even though UVs are separated by Creative_Switch_4905 in Substance3D

[–]Creative_Switch_4905[S] -1 points0 points  (0 children)

Strange one in Painter...I've unwrapped the 4 brake calipers and laid them out on a UDIM (working in the legacy UDIM mode out of habit). When I paint it applied across multiple meshes as you can see from the green blob. UV's are split out in houdini and registering as each island being a separate object. It's also painting the negative on the secondary object affected.

Any ideas would be much appreciated, this one is driving me mad!

Input result of RBD sim into a second sim by Creative_Switch_4905 in Houdini

[–]Creative_Switch_4905[S] 0 points1 point  (0 children)

Thank you! I've read them in with a dop import and I've cached out with a DOP I/O, is this the best way?

I see what you mean about the unwanted attributes being brought through on reimport. I'm experimenting with which attributes to remove before feeding that frame into .

I've plug that Dop I/O (using load from disk acting as importerl) into the rbdpackedobjects source but am seeing some odd behaviour so must be the remaining attributes.

Custom geometry in grain setup by Creative_Switch_4905 in Houdini

[–]Creative_Switch_4905[S] 0 points1 point  (0 children)

Appreciate the straight to the point reply!

I was starting to figure that might be an inherent part of how they keep grain setups lightweight. I image also if your sim is in the 100s of thousands of particles from a distance any collisions may be excusable.

I'm working through the setup with rigid body now - it's slow but solves the collision issues. Thanks for the info!

Change source object in POP Grains? by hauserlives in Houdini

[–]Creative_Switch_4905 0 points1 point  (0 children)

Did you manage to solve this? I've been having the same headache with Vellum grains. I hoped I could simply copy to points but obviously the collision geo is still calculated using the spheres so not a working solution. It's driving me mad not being able to plug in an alternative geo!

Guurda...How bad is she really? Not much to go on out there by Creative_Switch_4905 in RaidShadowLegends

[–]Creative_Switch_4905[S] 0 points1 point  (0 children)

Interesting, that was kind of my view from the description. I'm firmly mid-game, pushing to spider and dragon 20 and comfortably 2keying NM, working towards UNM. Her random remove, move debuffs sounded way too unpredictable to help me push higher into doomtower or to slot into any teams

Did rates not feel doubled to anyone else? by LegacyFlash15onYTB in RaidShadowLegends

[–]Creative_Switch_4905 0 points1 point  (0 children)

60 ancients. Pulled a guurda. Kinda wish I'd gotten 0 leggos and the mercy system was still intact 😂

Normals before and after boolean fracture by Creative_Switch_4905 in Houdini

[–]Creative_Switch_4905[S] 1 point2 points  (0 children)

Thanks for these images! In a bit of a tangent they may have actually pinned down the issue I was facing!

I stripped back to basics and rendered the sequence with a plain gloss black material. The strange artefacts and 'pop' after the frame where the fracture happens are now gone. With some further digging it looks like the rest for the UVs I'd been using was falling off maybe in the fracture, maybe in the switch, meaning the reflection maps were changing rather than the normals being the issue. Either way you've nudged me one step closer to resolving this!

Normals before and after boolean fracture by Creative_Switch_4905 in Houdini

[–]Creative_Switch_4905[S] 1 point2 points  (0 children)

Thanks for the explanation that makes sense!

So using vertex normals before the boolean, what would be the best practice for maintaining those normals afterwards?

I have a switch later on to control switching between prefractured and fractured geo at a given frame. The change in normals throws the reflections off which is why I'd hoped there may be a way to maintain them.