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  1. Copying or instancing geometry to a point, after the simulation has computed, will always lead to possible geometric intersections. The way around this is to submit the full geometry as a RBD object to the simulation.
  2. get dop hitpath data in vex

    Wouldn't you just use an atoi() funtction in a wrangle? http://www.sidefx.com/docs/houdini/vex/functions/atoi
  3. get dop hitpath data in vex

    Here is how I handle this. Inside the popsolver you need to turn on Add Hit Attributes and Add Impact Data. Then you can fetch the impact points, as they occur, inside another piece of GEO, via the dopimportrecords node. So there are really three uses for the impact data, momentary impacts, accumulated impacts and total impacts over time. In this image I show each case. ap_hitpath.hipnc
  4. Color value for each polygon

    Yep, tons of errors in that. You can only return from a function, which you have not declared. Here is my guess of what you might want. But be aware, the code will fail if there is no Cd attribute on the incoming primitives. So you may need to use hasAttribute before you attempt to retrieve the value. node = hou.pwd() geo = node.geometry() for thePrim in geo.prims(): primColor = thePrim.floatListAttribValue("Cd")
  5. Redshift attributes

    It is called rsChangeRange. You could, of course, pre-fit any attribute before you reach shading using standard VEX fit functions as well.
  6. Redshift attributes

    Just add your ObjParms to the object and use the point attribute node to route any attributes to shader values you wish to control. Common routing is Cd to diffuse color. Other attributes are also possible such as this example of a procecedural planet created via noise attributes.
  7. I think the more important question is why do presenter almost always have a mustache.
  8. cloth interpretations

    Select the cloth object and turn on Collision visualization. Then increase the collision value, on the other tab. Also there is collision padding on the collision object itself. You also may want to enable Collide within Object. This is the only way to get cloth self collide.
  9. Fluid Follow Curve

    I was playing around with a similar file from the master class. If you keep Follow and Suction Scales equal to one another, together, they can be thought of as a general speed along line control. A little faster travel though the line leaves some stray fluid spray along the path. You can get the masterclass files here: https://www.sidefx.com/tutorials/houdini-illume-flip-fluids-part-two/ ap_flow_flip_on_curve.hiplc
  10. problem with flip

    I might guess that black color is the reflection of a black sky. Try surrounding your scene with a skysphere. Drop in an HDRi or Angular map.
  11. [SOLVED]Shape Made Of Even Quads?

    Thanks for the example files everyone!
  12. Fluid Follow Curve

    There is also Force Along Length under the Global Forces tab at the top. In the image I have notched the ramp for a short time to reduce force when the fluid approaches a curvy section of the line. This allows the fluid to more closely match curve shape, but does travel slower.
  13. Simplify Keyframes Script?

    Thanks, I'll give that a try.
  14. going crazy with advceting points (vdbadvect)

    The problem seems to be that you are not keeping both sides equal. When you convertvdb for one side, make sure you match the settings on the other (i.e. Convert Fog to SDF). Also, turn off that vdbresample unless you plan on resampling the other side too. It worked fine for me after that, no more exploding velocity.
  15. going crazy with advceting points (vdbadvect)

    We Transfer does not work, it just asks me a bunch of questions. Can you just post the HIP on the forum?