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Everything posted by 3dome

  1. POP Wrangle Group

    no need to set input to "Myself". leave it to none and just write f@myage += 0.1; EDIT: just built it like you show and it works aswell. are you sure you have points in the active group?

    another way: //primwrangle int pt = addpoint(0, @P); //center for each primitive removeprim(0, @primnum, 1); //we just want the new created points connect adjacent pieces with type set to adj. points. set radius to correct value to not get too many connections. unit icosahedron would be 0.3 for example //pointwrangle int nb[] = neighbours(0, @ptnum); //this array is the neighours for each point. point numbers correspond to prim numbers
  3. I rarely use the instance node so I can't really help, sorry. But I can offer one more way of instancing - via primintrinsics - but you might already know that dm_intrinsic_instancing.hipnc
  4. i might be mistaken but I think instancefile needs an absolute path
  5. Tranfer between pyro clusters

    although clustering might work, I would suggest splitting the shot into 2 simulations. 1) pyro coming out of engines 2) big pyroclastic area "on" the ground this way your containers are efficient and you have way more control. you still could use clustering for the 1) simualtion part though i still might have a look at the file in the evening if i have time
  6. Translating expressions from v14 to v16.5

    first of all please format your post next time to make it easy on the eyes. That font size is insane. Houdini shifted away from using variables prefixed with $ to the VEX style using @ symbol so chramp(“../Cross_RAMP/cross”,$PT/$NPT,0) becomes chramp('../Cross_RAMP/cross', @ptnum/npoints(0), 0) instead of npoints(input) which gives you the total number of points in the input you might try using @numpt (a variable that VEX understands). but my guess is that it's not gonna work in expressions, can't test it right now though in the second expression replace $PT aswell
  7. Transfer Point Numbers?

    usually the proxy pieces have unique names like piece_XX and when you create hires versions of them they need to have the same names (and they usually have because the attribs get kept if you just subdivide and noise up and all that stuff) then transformpieces looks for that name to assign the hiRes piece to the point of the lowRes proxy piece coming from sim
  8. Python in Houdini Question

    its a bit confusing right now so here if you click a button to add nodes inside the locked OTL, unlock it with the code below and then (for whatever reason) lock it again aka matchCurrentDefiniton, all change you made inside that OTL are reverted (unless the function is buggy in the build you use which I highly doubt, because then it would give the same behaviour when right click -> matchCurrentDefinition) and here you talk about your OTL creates nodes in some other context and not inside of itself. Of course those nodes won't be deleted, etc but then I'm wondering why you want to allowEditingOfContents() in the first place
  9. Python in Houdini Question

    interesting. just ran tests myself and new nodes, bypasses and disconnected wires all get destroyed, unbypassed and reconnected. just as i expected since the function restores the otls contents as saved in the latest definition of it
  10. Python in Houdini Question

    careful here! it does revert all internal node changes but not the parameter values. I would not recommend it but if you want to re-lock that thing again and have all the extra(or deleted) nodes saved use updateFromNode(node).
  11. pretty sure rounding errors are happening with this dimensions. if you change the size of the cube it will also give strange results. How I would deal with it is simply scaling everything down (but be aware that the same issues happen with very(!) small values aswell)
  12. Python in Houdini Question

    this should do it: hou.ui.paneTabOfType(hou.paneTabType.CompositorViewer).setIsCurrentTab() (put this in the callback script - no need for module but feel free to put it wherever you want to. but then you might want to split it into 2 lines maybe for readability) also here's the list of the types in case Scene and Comp is just the beginning http://www.sidefx.com/docs/houdini/hom/hou/paneTabType.html
  13. Primitives soft selection

    well, what max does is basically by selecting the face it selects all 4 points of it and moves them in the same direction as probiner said, it's the points that are moving after all, not the face. so although being not really handy, you gotta select all the points of the face and then use the soft settings
  14. on the rop alembic output there's the option to build Hierachy from Attribute. that should do the trick
  15. Boolean issue, non manifold edge...maybe

    hmm can't look at the file right now but quickly did a setup myself (16.5) and it works just fine. will look at it tonight but in the meantime you might go with a vdb workflow. convert the big sphere to vdb aswell, dont convert the small ones back to polys and use a vdb combine (set to SDF difference). then convert to polys
  16. noise on grains

    grains is just points! what you see with the shelf tool setup is sprites that are instanced onto the points so yeah, create your own sprites or just instance real geometry onto them
  17. you could promote the cluster attrib to prims (mode max or min), then use a primwrangle with s@name = sprintf("cluster_%d", i@cluster); and then assemble (tick off create name)
  18. Create Heightfield from Input Geometry

    Hey man, what do you mean "not on the default heightfields"? Basically if you heighfield project your geo with mode set to replace you get a heightfield from your geo that you can do all the operations on. But if you're goal is to convert lets say a model of a human into a heightfield, that's not what they were designed for. I guess you better use vdbs and write your own erode algorithms on that
  19. Pyro sim eats all my RAM even when cache in dop is off

    not that I know of. I mean you could probably go and say ok I got 8 scalar fields and 2 vector fields that would be 8 bytes/voxel for each scalar field and 24 bytes/voxel for vectors = 112 byte for each voxel in sim mutliply by 50mio = 5.6GB\frame just to store the data! now comes all the math, things get probably stored in variables and so on and all that is without any overhead/housekeeping, any custom fields, SOP calculations (like fluid source), maybe internal solver substeps double/triple... this value and I could be completely wrong
  20. Pyro sim eats all my RAM even when cache in dop is off

    well you allow the sim to have almost 50 million voxels (when the explosion is fully expanded) i'm currently only on a laptop with 8 gigs otherwise with 64gigs I could tell you how much RAM it will use, because I think 50 mio voxels is not gonna fit into 32 gigs. if you dont have access to more RAM, you just have to lower the resolution until 32GB works and then maybe run a upres pyro
  21. multiple user input issue

    what you get from the input is a integer, but you try to compare x with a string. just get rid of "" around the 1 and it should work also it seems like you have to enter a, b, c or d with "" those things when the program asks you

    are you sure you have 48 individual Dodecahedrons? Pretty sure you have 48 primitves which as you probably know are just the faces. 12 faces on dodecahedron times 4 copies = 48
  23. Pyro sim eats all my RAM even when cache in dop is off

    how much RAM a simulation uses does not depend on the container size alone! It's the relation between container size and voxel size! so without both values or a scene file it's probably impossible to help you. I don't know of a way to control the RAM usage and dont think it's possible
  24. Group in dops [SOLVED]

    well instead of going crazy with the drag values you could just use a pop wrangle to mess with velocities directly then there's no reason for increased substeps switch between the 2 and see that the results are about the same (or maybe even THE same) dm_group_in_dops_nan.hipnc
  25. Geometry particles PopSpin

    particles is just points and are treated as such in the solver. Sourcing all geo add primitves and so on but the solver doesnt care about them. this is why they dont get oriented according to the changing orient attrib. see the file for 2 ways to solve this dm_popSpin.hip