A few notes on Houdini Crowd Simulations
** Ensure your collisions layers have a sensible and accurate representation. ** Ensure your ‘agent configure joint’ has a sensible …
** Ensure your collisions layers have a sensible and accurate representation. ** Ensure your ‘agent configure joint’ has a sensible …
* Visualize the width of the wire object(s) and be sure its a reasonable size * Wire points must be …
Documenting usually used VEX snippets
EDIT: 06, December 2016 I rarely find the time to update this blog, my bad. The point cloud plucker is …
[vimeo https://vimeo.com/101620918 w=560&h=315] This simple RnD demonstrates the use of Rigid Body Dynamics, Computational Fluid Dynamics, Particle Dynamics and their interoperability …
‘Clustering a pyro container‘ means you are splitting the container into a number of sub-domains rather than using one single …
A very simple and interesting way to implement a flocking system with Houdini DOPs. As with almost all things in Houdini, …
Using the Output of a RBD sim as an input for a FLIP sim.
Extracting the velocity attribute from particles and using that as a Wind Force
This is an attempt to document and share a few of the python code that helps in automating several tasks …