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Hi everybody I hope you are having a lovely Friday so far. I don't know if this is the right channel to post questions but there is this great tutorial from Entagma on how to do a paint stroke. Great! But how would you approach if you need to add a brush interacting, like a brush doing the paint brush stroke. Would you use a vellum hair sim on the hair of the brush interacting w...

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I've been struggling to work on an effect that I'm trying to create which is basically a slowmotion ball leading into a soccer goal net in bullet time. The part I'm struggling the most with isn't the simulation aspect but the net rope shapes themself, the knots and getting the shape to then interract with objects without it fallin appart. Anybody ever build one of these type...

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How would you guys approach a shot where one point on a moving object connects to another point on a moving object? And then turns off and connects to another moving point? Imagine a laser on the back of a car firing at a point on another moving car, repeatedly hitting it at the same point.

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I’m working on a fish flock simulation in Houdini using POPs. Right now I’m using a POP Attract setup to drive the movement of points, and then I’m copying packed fish geometry onto those points. The flocking motion is working pretty well overall. The issue I’m trying to solve is making the fish bend naturally while turning. At the moment, when the attract direction change...

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Hello, I am currently working on a massive crowd, I followed the "regular" workflow for the cloth with a vellum solver in post after the crowd setup but it is way too heavy. Regarding the Hair I am working with an usd character which has proxy geo and render geo already set up. The proxy has very light geo for hair and the render has millions of curves which is very heavy ...

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