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## Popular Content

Showing most liked content on 04/16/2018 in all areas

1. 2 points

2. 1 point

## How to get Y rotation from point normal?

Use a Point Wrangle, and for each point calculate the vector that goes from the camera to each point, normalize it, calculate the dot product of this vector and the normalized « aim » vector of the camera (I don’t know what kind of setup you have, if the camera will move etc... but it should be easy to compute or to create), and use the arccosine trigo function to get the angle (should be Y if the aim vector and the « target » vector toward each points are in the horizontal plane) Hope this helps
3. 1 point

## wire solver interacts with RBD solver

It is possible to make them collide in the same dop network, or at least to make the wire affect the packed geometry simulation. For the collision from RBD to wire I haven't found a stable solution yet that can work with complex geometry. I've tried recreate your scene with just the wire hitting a thin fragmented wall and looks like some collisions happen after 30-40 frames the wire pass through the wall. Anyway wire can collide with RBD non packed objects. Packed RBD I don't think can collide directly with wires. So you have just to add an intermediate step. First I've disabled the direct collisions between wire and packedgeo. Then I've added two RBD objects one for the wire and one for the rbdpackedobject. You can add here the collision geometry you prefer. For example: in the rbdobject1 I've make it editable, and inside in defaulgeo I've imported the wireobject and copied/packed to every point one sphere. At the DOP network level of the rbdobject1 put "deforming object" ON and "active object" OFF, so it updates every frame. Everything else you can modify it as you prefer. Same thing with the RBD object of the wire. The only difference is that here there are the usual problems with the collision geometry of fragmented objects. Inside its defaultobject I've used collision source for generate a VDB volume, and I think it's the most accurate. Just an idea, maybe someone here on the forum have a better solution. COLLISION GEOMETRY OF THE WIRE: ONE WAY COLLISION: MUTUAL COLLISION:
4. 1 point

## Copy and Transforming in COPs

Random placement using Cellular noise. cop_random_tiling_v2.hipnc
5. 1 point

## Randomize Const. Activation

if(rand(\$F)>0.5,1,0) should do the trick ?
6. 1 point

## HDA | MatrixDisplay

Houdini Digital Asset to visualize arrays of matrices attributes. https://www.orbolt.com/asset/prb::MatrixDisplay::1.0 Cheers
7. 1 point

## Learning VEX via Animated Gifs - Bees & Bombs

Got a bit bored and thought of this thread, so here are some roughly similar gif recreations from Bees&Bombs. knotwave waves on waves triangle sweep six chequered waves six.hipnc chequered waves.hipnc knotwave.hipnc triangle sweep.hipnc waves on waves.hipnc
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