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Showing most liked content on 11/17/2016 in all areas

  1. 1 point
    Hello, everyone! I'm very excited to share my Procedural Lake Houses tutorial series, where I show how to generate the houses all the way from base silhouette to final shading. Example of the Generated Content: Link to cmiVFX page: https://cmivfx.com/products/494-procedural-lake-house-building-creation-in-houdini-volume-1 Thank you for watching and have a good day!
  2. 1 point
    Here is an approach, there is some sticky notes inside for explanation take a look.. vToPOPs.hipnc
  3. 1 point
    in a pop wrangle, set your first input binding to your vel volumes SOP path, then: // using VDBs vector v = volumesamplev(0,0,@P); // or using Houdini volumes float vx = volumesample(0,0,@P); float vy = volumesample(0,1,@P); float vz = volumesample(0,2,@P); vector v = set(vx,vy,vz);
  4. 1 point
    I never emitted particles from particles this way, but normally a pop source adds all attributes from the source geometry. Just tested it and it works. So if you have an attribute called test in your popobject1, it should be automatically available in popobject2.
  5. 1 point
    Pop networks are simple dop networks as well. And if you do it at sop level or at obj level is more a personal preference. In sop level you can connect something to the inputs an reference these inputs in the dop network. I personally prefer to do it in a separate dop network in object level. To emit particles from other particles, you can use the pop replicate node. Have a look at the fireworks shelf or fireworks node in dops, there is is used to create the trails for the rockets or the blasts as soon as particles die.
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    Thank you, Johnny! There is more to come!
  9. 1 point
    Awesome stuff, Anastasia, hoping to get some time over the holidays to watch these two.
  10. 1 point
    I also used placeholder animation with AA noise animated by Y axis. @zscale primitive attribute simply multiplies Distance value on Poly Extrude node. Here is simplified example with some additions to zscale driving setup. zscale_stuff.hipnc
  11. 1 point
    it's no necessary to increase the sub-steps... if your point count or topology doesn't change in the source, its more precise to use the birth interpolation method to "Match Topology". if not, you need to compute your points velocities first with a Trail SOP, and then, change the interpolation method to "use Point Velocity".
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    Thanks for the help. this code works fine: def delSearch(patt): results = [] for n in hou.node('/obj/').children(): if n.name().startswith(patt): print (n.path()) results.append(n.path()) print (len(results)) if len(results): for node_name in results: hou.node(node_name).destroy()
  14. 1 point
    Try this... Put down a measure SOP and set it to measure the perimeter of your curves. After that a primitive wrangle and write. #include <groom.h> adjustPrimLength(0, @primnum, @perimeter, @perimeter*@dist); groom.h is a included file containing some functions used in the grooming tools and one of the functions is... void adjustPrimLength(const int geo, prim; const float currentlength, targetlength)
  15. 1 point
    I don't know about Houdini, but I did it at home with my kids last night. In real life! It was awesome. M
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