Thank you very much for making these videos, very clear and precise. I really like those short tutorial formats, and you explain things very nice. Keep it up! :)
Very nicely put explained. I have a question/request, but I need to explain..... I'm deleting my points in the dops/solver-sop by animating color in sop-land. Yes, once I have that and I import the Cd prim color along with the constraints into the dop/sop solver, I use a blast sop in the dops/sop-solver with a simple expression: @Cd.x>0.5 I make the ramp in sop-land by accumulating color in my red channel, because I have animated noise sop. I use a solver to 'max' the color so eventually I'm at full red from black at the beginning. works like a charm. And thank you for your setup. I don't think I've seen anyone make it so simple and straightforward, although it took me a few tries to realise that I needed to animate my color run over primitives not points, and also to run my "@Cd.x>0.5" blast expression as primitives, as well. So here's my question. Do you have a demo that shows how to animate the "strength" attribute from sop-land? Much in the same way as I'm doing. Will animated strength work in the same vein that I have described with my animated color method?
Thank you for the tutorial, however I can not get this to work for the life of me! I get stuck with the glue part of the DOPnet. Constraint network keeps returning "Required data myGlue not found or the wrong type. ". I have triple checked to have followed everything to the letter. Any suggestions would be greatly appreciated.
great little video - made creating and setting up constraint networks suddenly seem sooooo simple!!! thankyou is there a chance you could do some other videos for rbd stuff... eg i've seen one or two people 'drive a simulation to a rest position they like... so the pieces fracture but rest where they want them to.. i'd love to know how to do that! other things i would love to see are the use of various forces on rbd objects if possible? love your videos thanks again! ant
Overwrite with SOP, I was watching something on this a while ago, you gave a little more in-depth on this option by default its a custom module. It's one of those options that you know alot can be done with it.
This tutorial series is really amazing, so fast but also concise! Thanks for making them!
Awesome so much of knowledge in few minutes only.Short and Sweet.
Love your tutorials. Perfect for someone that is fairly new to houdini but wants to know a bit more than the shelftools
Yaay! He’s back! Another awesome tutorial, thank you so much!
Thanks so much for this. Quick and easy to understand. I appreciate it.
great tips, keep up the good work!!
This is the first video of yours that I had seen and it really helped me out. Love your channel too. Keep up the good work!
Thank you very much for making these videos, very clear and precise. I really like those short tutorial formats, and you explain things very nice. Keep it up! :)
very cool, doing a bit of building destruction for the first time and animated constrainsts was not obvious... it is now.. thank you
just what I needed; thank you!
Really simple and cool tip to note this) Thank you!
Thank you for sharing!! Great stuff!
Wow. Very Direct. Thanks. 💯⚡️
Very nicely put explained. I have a question/request, but I need to explain.....
I'm deleting my points in the dops/solver-sop by animating color in sop-land. Yes, once I have that and I import the Cd prim color along with the constraints into the dop/sop solver, I use a blast sop in the dops/sop-solver with a simple expression: @Cd.x>0.5
I make the ramp in sop-land by accumulating color in my red channel, because I have animated noise sop. I use a solver to 'max' the color so eventually I'm at full red from black at the beginning.
works like a charm. And thank you for your setup. I don't think I've seen anyone make it so simple and straightforward, although it took me a few tries to realise that I needed to animate my color run over primitives not points, and also to run my "@Cd.x>0.5" blast expression as primitives, as well.
So here's my question. Do you have a demo that shows how to animate the "strength" attribute from sop-land? Much in the same way as I'm doing. Will animated strength work in the same vein that I have described with my animated color method?
More tutorials please
I just bought your tutorial!
I'll do hard! Thank you! :)
Thanks for that! Hope you like it :)
Thank you for the tutorial, however I can not get this to work for the life of me! I get stuck with the glue part of the DOPnet. Constraint network keeps returning "Required data myGlue not found or the wrong type. ". I have triple checked to have followed everything to the letter. Any suggestions would be greatly appreciated.
same idk what im doing wrong
OH . i find the solution of our problem XD. Name of atrubute in "attribute wrangle" MUST be "constraint_name"
great little video - made creating and setting up constraint networks suddenly seem sooooo simple!!! thankyou
is there a chance you could do some other videos for rbd stuff... eg i've seen one or two people 'drive a simulation to a rest position they like... so the pieces fracture but rest where they want them to.. i'd love to know how to do that!
other things i would love to see are the use of various forces on rbd objects if possible?
love your videos thanks again!
ant
Cheers mate! Good idea. I might just do that in the future.
Overwrite with SOP, I was watching something on this a while ago, you gave a little more in-depth on this option by default its a custom module. It's one of those options that you know alot can be done with it.
How can i learn the logic to use the sop solver?
Thank you, helped me a lot.
Damn! so good. Thanks again Sir.
you saved me
@ 3;07 my geo doesnt appear
Crazy!! awesome!!