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Fenolis

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About Fenolis

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    Peon
  • Birthday 09/10/1994

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  • Name
    Jikian
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    Singapore

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  1. Capsule

    You could always hack the height with a "n/bbox(opinputpath(".",0),D_YSIZE)" expression in the scaleY value of a transform node, where "n" is the height you want.
  2. Is the aimed point on the same plane as the points your normals are coming from?
  3. Greeble plugin for Houdini

    Hey this looks good! Do you have any way to resolve self-intersections?
  4. Procedural Road Creation

    Replace all $SIZEX $SIZEY $SIZEZ expressions with the "bbox()" expression. e.g. bbox(opinputpath(".",0),D_XSIZE) bbox(opinputpath(".",0),D_YSIZE) bbox(opinputpath(".",0),D_ZSIZE) Feel free to replace the "opinputpath" section with the path of the node you want to read the parameters from. It's definitely more tedious, but it works.
  5. Flip Fluids leaking through geometry

    That...blew my mind. Excellent explanation of the FLIP sim and a cool solution to boot. Thank you very much!
  6. Copy stamp a string value?

    Hi.. 3 years later and I've come across a similar question. Good examples and effective solutions, but perhaps, chs("../node/stringparm#") BECOMES chs("../node/stringparm"+stamp("../copystamp","copy",0)) This will allow stamping of string parameters using the copy SOP, with one variable in the copy SOP called "copy" with a value of "$CY+1" (or whichever variance you wish to stamp by)
  7. Flip Fluids leaking through geometry

    Can't upload .bgeo files: angel_first_bowl_pour_origin.zip
  8. Hi guys, I am trying to make a bowl filled with water. However, the fluids keep on leaking out from the collision geometry even though the collision geometry looks fine. Could anyone take a look at my hip and see what is wrong? untitled.hip
  9. Hey Marc, still too busy for this? :x
  10. Is this a Sweep bug?

    Thanks for confirmation! -RFE'd
  11. I've been trying to switch the input for a Sweep SOP between a Null SOP and several Curve SOPs to disable/generate a bunch of profiled lines. However, on switching to the Null SOP, the Sweep SOP still produces geometry (that's handled by other nodes further downstream) even though the input contains no geometry (I middle mouse clicked on the Switch to confirm this). One solution I could find was to refresh the Sweep SOP by double clicking on Bypass, then it decides that there is no geometry coming in and accordingly produces no output. However, I have to do this each time the Null is switched to. The other solution is to have a second switch after the Sweep and switch to the Null there. I don't know why this has to be a workaround, it feels a little less intuitive than just switching the input of the Sweep to a Null. Anyone else encountered this? HIP file: sweepbug.hip
  12. Cloth Penetrations

    Looks like your polygon count doesn't remain consistent throughout the duration of the simulation. Try appending a Font SOP with the expression: `nprims(../node_you_want_to_check)` and run a Flipbook to see if the polygon count changes over the course of your cloth simulation. Hope this helps!
  13. Shader Issue

    With PBR you have to check the OpenGL parameters are linked to your color/texture map. This should make them show up in viewport.
  14. Looking to dive into houdini

    Houdini is as much about creating your own tools to solve problems as it is about providing such tools. Some Houdini users create digital assets (reusable nodes) that let them work more efficiently by simplifying a complicated process (you don't have to create an entire set of nodes more than once!)
  15. Looking to dive into houdini

    While it's true that Houdini and Maya/Blender are quite different in the way they handle, I've used Houdini for a while now (switched from Maya almost a year ago) and I very much prefer the flexibility it offers. As for your confusion, Houdini does have groups and will bring in UVs from imported geometry (if they exist). You can create a Group node in the network view to see the different ways you can group objects (bounding box is usually the most convenient for me). You can check for existing groups in imported geometry by middle-mouse clicking the File node - this will also show if the geometry has UV attributes. If desired, you can append a Material node to test your shader. Use the Group parameter to call in the group you wish to apply the shader to. If you haven't yet created a shader but wish to view the UVs, you can use a UVQuickShade node for clarity. Hope this helps! Edit: Couple minutes later than michael :x
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