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Showing most liked content on 10/31/2017 in all areas

  1. 2 points
    Strange that there's no press release from the buying party or any other news, though. You'd think they'd want to announce that they've acquired the tech. Given the lack of fanfare I'm leaning towards them simply going out of business.
  2. 2 points
    Another option, maybe don't fit to your case but can be usefull. selector.hiplc
  3. 2 points
    Thanks @Sierra62 I did a video showing the process, you can check here: Right now I'm making another setup, the idea is to randomly generate shapes and then have some parameters to tweak Cheers!
  4. 1 point
    These could possible help and each one has example hip files for you to get started. https://vimeo.com/206074254 https://www.sidefx.com/forum/topic/48343/
  5. 1 point
    Maybe something like this video tut? https://www.sidefx.com/tutorials/emit-particles-from-geometry-intersections/
  6. 1 point
    Matt has a small example scene that applies wrinkles to a grid. http://www.tokeru.com/cgwiki/?title=Houdini#Tension_and_wrinkles
  7. 1 point
    You could evaluate those conditions in a detail wrangle and then write an expression in the switch "Select input": detail("../attribwrangle1/","result",0) It references the result of the wrangle. Compilable solution, using spare input: switch-compilable.hiplc
  8. 1 point
    Apple.... They did so well with Shake. ooh oooh ooo ... or Adobe ...
  9. 1 point
    seems like you could do a dot product and compare that result to 1.0. this would test if two colors are the same. hou.Vector3.dot() would be the syntax for that I think.
  10. 1 point
    I think you basically have it. All you need to do is to drop down a Delete after the end of the FOREACH and delete group1, operation Non-Selected. This will give you the leading point. Or you can use the switch and keep only the first point. The leading point is essentially the output from the popnet, there is no difference. ap_test.hiplc
  11. 1 point
    avoid using fluid source. My advice for fast moving sources is using points, create attribute fuel, temperature, pscale and trail points to have v attribute. Then create a sop geo node in dops bellow your pyro object pointing to your points. put default operation to set always. then do particle to field nodes for fuel, temperature and vel (you should put attribute v and field name vel). oh... and in sops use a timeblend to have point interpolation. This way you have great results and super fast simulations without the need of caching your fluid source.
  12. 1 point
    Filament like structure, combination of Smoke Solver, VDB Advect Points + Volume Rasterize Particles. smokesolver_v3.hipnc
  13. 1 point
    depending on the number of vertices, the easiest method is most probably using setdetailattrib() like in f1's second example. however, for very dense meshes and if performance is important it's better to iterate over the vertices and resize the array in advance instead of appending in a loop. this way you avoid continuous bounds checking of the array. int num = detailintrinsic(@OpInput1, "primitivecount"); f[]@val_array; resize(@val_array, num); for(int i = 0; i < num; i++) @val_array[i] = vector(vertex(@OpInput1, "uv", i)).y; hth. petz
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