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malbrecht ✭✭✭


Last Active
Fabric for Houdini
  • Break / Exit a ForLoop


    I may have simply overlooked the preset, if it exists, but modifying the ForLoop Block to allow for conditional exits "prematurely" can be done, here's a quick demo on how to do it:


  • Fabric Engine and RealityCapture


    I came across this article - interesting, because I am currently using FE to do some photogrammetry tests myself! :)



  • Re: WIP: Fluid-O-Matic - question(s)

    maybe a vid says more than words ...

    by adjusting the density-threshold one can further define how thin/thick/diffused the "smoke/fire" is. By turning the forces upside down and decreasing diffusion to 0 the same solver works nicely for fluids.

  • Re: Fabric & Kraken setup: ImportError: DLL load failed: %1 is not a valid Win32 application.


    this is a "frequently asked question". The important bit is this information:
    ImportError: DLL load failed: %1 is not a valid Win32 application.

    You need to make sure that you are using 64bit installations (e.g. of Python).


  • WIP: maDeformer - The Stitcher (qa)


    with the new additions to looping-for, I could finally shift my little "stitcher" (or call it "procedural geometry creation tool box foundation example", if you prefer snappy, short and handy names) over to pure pasta code (noodal development).

    Text speak: This deformer works without a single line of KL, all created with simple original Fabric/Canvas presets "out of the box".

    I still plan to do that huge tutorial on "I have an idea. Now how do I create a KIT/tool out of it?" with this as the result. There is no higher mathematics involved, right now the most complicated math thing is a single cross product of two vectors to calculate a normal - but it works just as fine with adding point normals and averaging them.

    What the tool does is this: You pipe in a reference mesh and a target mesh. The reference mesh gets rescaled/deformed and cloned onto each single quad-polygon on the target mesh (I plan to take care of tris in a future version of course).
    So you could put pimples on a character mesh ... or quickly create a cloth that can be simulated at very low polygon count:

    ... and then add the actual chainmail reference mesh for beauty shots:

    Since the underlying simple cloth mesh will provide sufficient collision data, there is no need to calculate the simulation on the high density mesh:

    Of course you can use this tool - or it as a foundation for more complex tools - to create all kinds of landscapes, interiors, spaghetti fillings or whatever complex salad your heart contents.

    And I will not mention even ONCE that the same can be achieved by a dozen (or a few) of lines of KL code and that creating it in node-graph-approach has cost me roughly about 10 years of my life. I won't even HINT at that. I will be absolutely positively freaked out about what you can do with artist-friendly nodes!