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  1. Slope based noise

    try transforming the up vector into world space
  2. Delete particle

    if you get the particles from a popnet (and on the source "create id" is on, which is default) the IDs do not change when particles die or get created. But the pointnumber (@ptnum) does! so deleting by ID should work just fine. so if you want to delete specific points, note down their ID from the geo spreadsheet and then you can use a blast SOP, put it to points and in group parameter put @id=x @id=y @id=z and so on (replace x y z with the id)
  3. Hey guys, just followed a topic because someone posted a link to an interesting paper in one of the comments. I'm actually not interested in the topic itself but still followed it so I got the idea why not have a function that let's users add comments or tags when they follow a topic so when they come back to their followed content a while later they can see the tag/comment and know what was interesting about that topic and why they followed it in the first place. cheers
  4. maybe have a look at the help there might be some explanation in them. the houdini help/documentation is really good but I dont just want to send you to the docs, so: green (like P and N) is vector3 data light blue-ish is float data blue is integer that light orangy color is file/string data then there are a couple others like yellow for BSDF light purple for matrix3 dark purple for matrix4 green-yellow-ish for vector4 "neon"green for vector2 and there might be others that I forgot as to why you dont get a result from the vop - did you set the display flag to the vop? coz when I plug in the same things the normals change like expected
  5. UV loop

    what davpe said or you could try compiled blocks and see if it still crashes.. fastest way would be to use a primwrangle to create the UVs I guess. assuming each prim has 4 points you can run this in a primwrangle setvertexattrib(0, "uv", @primnum, 0, {0,0,0}); setvertexattrib(0, "uv", @primnum, 1, {0,1,0}); setvertexattrib(0, "uv", @primnum, 2, {1,1,0}); setvertexattrib(0, "uv", @primnum, 3, {1,0,0});
  6. Varying Wire solver along L-System ?

    check out the help card for the wire object. it has all the information you need "You can create attributes on the wire object’s RestGeometry to influence its behavior. Most of these attributes allow fine-tuning of the wire by scaling values set in this node. Point, primitive, or detail attributes of the same name will be used if the vertex attributes are not present." if you want to multiply Angular Damping with that width attrib from the lsystem node, you have to do it before going to dops like f@dampangular = f@width, then in DOPs set the value to 1 (to use raw attrib data) as you attrib will act as multiplier. I think you get the idea. cheers
  7. isolating resampled line in foreach

    this should do it Cheers dm_isolate_resampled_lines.hip
  8. attrib sop is VEX aswell i dont think you can do it with an expression in transform sop because it does not run over each point like a wrangle but over the whole geometry at once.
  9. use a point wrangle @P.y = @ptnum; @P.z = @P.y;
  10. Well the scene with that arm is 100 times bigger than your test scene with the sphere. that's why all those values for volumes etc don't work. have a look at the attached file (I did not scale it down, but I recommend you do, right after the alembic node) and jump to frame 1680, let it cook and see if the result is kinda what you're after. Also I would go with a pyro sim with those points as source instead of those SOPs. Disintergration_hand_003.hipnc
  11. I had the same problem as sandford, so I wasn't even sure what to look for. So thanks for the new files. I'll have a look at it tonight if it hasn't been solved till then.
  12. what kind of errors? on what nodes? there shouldn't be any errors. did you update the file paths?
  13. don't know if that is what you need but you might wanna have a look at it Cheers Disintergration_hand_002.hipnc
  14. Normals/Shading Issue

    put this point wrangle just before the extrude: int neighs = neighbourcount(0, @ptnum); if(neighs < 3) { removepoint(0, @ptnum); } deletes the points (procedurally) so you get clean geo but doesnt fix the rendering issue. This comes from cusping the polygons. Do you need to cusp them? EDIT: fixing the geo with fuse nodes helps. see file SphereBoole_EdgeProblem_v2.hipnc
  15. Normals/Shading Issue

    it's because you have a lot of "useless" edges on the seam. delete them and it should work