Jump to content

Leaderboard


Popular Content

Showing most liked content on 01/12/2018 in all areas

  1. 1 point
    Or this trick from Matt Ebb that doesn't require a solver: http://www.tokeru.com/cgwiki/index.php?title=Houdini_Vops#Noise_that_always_increases_with_cellnoise_vop
  2. 1 point
    if you know that your overall settings in the dopnet for the fire sim will stay the same and all you want to replace is essentially the incoming sources then I would do the following: - setup a source for each of your windows. - pipe that into a switch node with value $WEDGE - amount of wedges = amount of sources. - enjoy time off while computer cranks through all your sims with one button push this of course applies to all your fields you want to source into your sim
  3. 1 point
    Id take a look at ; Theirs some clustering techniques on this thread, and go take a look on the Houdini Go Procedural Vimeo page - their is some videos on Pyro clustering (sourcing and bounds) which should be of use hope this helps Chris.
  4. 1 point
    Found lazy hack using two Add nodes. lazy_phyllotaxis.hipnc
  5. 1 point
    right okay, yeah I have that as well. I would personally expect that the strength under the geometry would be the effective strength. Also because there is NO indication (at least to my knowledge) that those two numbers are in fact being multiplied. So unless you already know, how are you gonna get this information? The most confusing part to me is that we in sops set strength = value (and in any other context that means override, not multiply), and not strength *= value. if *= had been the case, then you would know that a multiplication is happening.
  6. 1 point
  7. 1 point
    Check out the polybridge tutorial.
  8. 1 point
  9. 1 point
    I challenged wall generation. maze_sy.hiplc
  10. 1 point
    I was just studying this tutorial, and had some question. It used Join node and check 'keep primitives'. and then use facet, check 'unique points' I understood that measure node can be used to those points perimeter but I didn't know why they check 'keep primitives' and 'unique points' in each nodes. after check 'unique points', facet's Point attribute was been same with Vertices. Why they had to use that nodes and made being same Point attribute and Vertices ?? Help me with understanding about 'Primitive, Point, Vertex,' If there has any tutorials about it, Pleas give me a links. Thank you and sorry for my poor English. I really wanted to know it
  11. 1 point
    as promised....I did some more Twisting of your DNA and unraveled it too...you've been sequenced !!! Vu_InterlockMobius_06.hipnc
  12. 1 point
    There's this cpp code here: https://www.nayuki.io/page/smallest-enclosing-circle but I don't have a clue how to turn that into a SOP, eheh @pusat That works pretty well! Thanks! https://streamable.com/73xcm
  13. 1 point
    I believe that this is not normal pass as you would call it, but several lights with different colors. For example if you have 3 main lights in the scene you just set them as RED, GREEN and BLUE, and that's how you can control lights in post.
  14. 1 point
    ah, you mean like a rocket engine... i was thinking more like a car... so then, ignore the engine space thing... depending on how far each exhaust point is, you may or may not want to sim in a single container. if they interact, then a single container makes more sense unless it's just too large. so regarding a fast moving source, what you can do is scatter your source along its motion vector. so imagine instead of a sphere shape source, you stretch it to be a tube with rounded ends. to do that, you need the velocity of the engine (trail sop). take your source volume, scatter points it, then offset each point by some portion of the velocity (see below). then convert that back to a volume (vdb from particles -- output density and include the point velocity and call it "vel"). that is now your source. to do the point adjustment along the vector put this in a point wrangle: v@P -= v@v * f@TimeInc * float(rand(i@ptnum/5.667));
  15. 1 point
    I'll just leave this one here. Very easy and controllable way to add details to the simulation, that I wanted to try for such a long time. Cheers! DOP_particleVorticles_v08.hiplc
×