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mine

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    mine
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  1. As you say the problem is the name attribute (every name is repeated 3 times). To see it woeoking just put an Assemble node with "create name attribute" checked before the for loop
  2. Try to promote the texture parameter in the VOP. I think you can't use $F expressions inside a VOP, so you can just promote the parameter and you should be good to go
  3. Spring constraint on Fractured pieces

    I think there's more than one way, but maybe the easiest one is to put a Hard constraint between the pieces and deleting it at a certain angle inside a sop solver
  4. Flip rendering

    You can watch the last pluralsight's tutorial about flip i H16. It¡s really good, and talks extensively about the rendering part
  5. They look great. By the way, do you know if Houdini 16 fundamentals is expected soon?
  6. Volumetric Light Fog with Redshift

    If you look for Varomix tutorial on redshift for houdini (I think it's only on youtube, not on Vimeo) he talks about it
  7. Starting in Houdini

    Daniel, I'd invest this month learming all you can about nodes in sops. Id' forget about dynamics, paticles and fluids and would go straight to get a deep and solid learning of attributes, nodes and the flow of information. Houdini is atricky thing to get your mind into. Let's see what other people suggest to you. Just my 2 cents. I molta sort!
  8. Coloring Points With Vex

    Glad to help. in every iteration "i" stores the value of the array, so as the function nearpoints returns an aarray containing the point number of every point found, in every iteration "i" stores the pointnumber of a "near point". The you can use that point number to set his color attribute
  9. Coloring Points With Vex

    You find the near points, and that's ok, but then you just color red the @ptnum and not the points the nearpoints function has returned. I guess it should be something like this: int check = inpointgroup(0, "radial" , @ptnum); vector red = set(1,0,0); if (check==1) { int near[] = nearpoints(0, @P, 0.1,5); foreach( int i; near) setpointattrib(0, "Cd", i,red); } Note that I added an additonal parameter to the nearpoints function to indicate the maximum distance (0.1) (edit: now I realise this parameter it's not necessary, but anyway I think it's better to hace more control. Whatever floats your boat): int [] nearpoints(string geometry, vector pt, float maxdist, int maxpts)
  10. How do I randomise scale on copies

    Well, I don't know if this suits your need, but you can create a pscale attribute on your line. Copy sop will automatically read this pscale and resize each copy accordingly. Also you can create a scale parameter as a float 3, and scale your books only in y coord. I guess tyhis is more what you need. TEST 06 Book shelf.hiplc
  11. How render pyro with Redshift shaders

    I can't see the problem, it all seems right, but it doesn't seem to be a problem in the redshift shader because your volume doesn't even render in mantra, right?
  12. How render pyro with Redshift shaders

    it worked for me when I tested it. Maybe you can share your hip file?
  13. How render pyro with Redshift shaders

    A basic pyro shader:
  14. Pyro Source Still Visible

    Look at your visibility and render flags in your emitter geo node. If you used the shelf tools to setup the pyro sim you must have the render flag in a null, so you are not rendering it
  15. houdini_collison -smoke problem

    Wait for an answer from an expert here, but what you can do is to add point velocity before the fluid source node in your collision geo. This will generate an addiotional volume (collisionvel) that will help the collision. You can initialize this velocity with vectors going parallel to the surface, so you can knida direct the flames to wherever you want
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