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Everything posted by 3dome

  1. cull spheres based on bounding object

    convert alembic into polygons, pack them with assemble then do the group thing on points and it should work
  2. you already have an id attrib. you are creating it just before the solver don't care about the ptnum Houdini is displaying in the viewport. It does change of course that is why you have the id attrib. Just like with a particle sim where particles die and new ones get born they constantly change their ptnum in viewport but id (in spreadhsheet) stays the same and no, setting id to ptnum after the solver wont help at all
  3. i dont understand your problem. the id's stay the same just fine. have a look at geometry spreadsheet. also both deletes work fine
  4. b balance the values and it should work just fine
  5. whats wrong with it? works just fine. maybe you got irritated by the default grey material?
  6. jsut leave that half-band voxels and radius scale at default and you should be good to go
  7. Gas Disturbance vs Gas Turbulence [solved]

    1) gas turbulence under Bindings tab the Density field specifies where turbulence is calculated. This works togehter with Influence Threshold (under Turb Settings). So setting the threshold to 0 might give you turbulence before density is present (can't try right now). 2) gas disturb temperature field works because it's a scalar field whereas vel is a vector field. Tick that checkbox disturb is vector field and it disturbs the vel field.
  8. Subfracturing in a SOP Solver

    yup weired. just tried it again and now it did crash in 16.5 aswell anyway I had the idea of prefracturing it down to the max fractured level and using constraints to hold the pieces together... it made me crazy but I finally got a solution working. but I feel like I missed something that does the same thing waaaaaay easier dm_dancing_sphere.hipnc edit: might have a closer look at why your file aint working when I got time
  9. über slow

    it was snappy the last days for me, now it is slow again
  10. Subfracturing in a SOP Solver

    works for me. was able to play the whole framerange without any trouble (H16.5). Edit: H16 does crash for me too
  11. The Cube

    i think the detail (cuts) on the "heights" (which is also found in the "valleys") is just simple voronoi lines (couldnt figure out a clean way in my scene so I eyeballed it) cube_v002.hipnc
  12. Alembic fracture

    is the geometry animated? if yes it probably is the reason for changing point numbers after voronoi. there are a couple threads here dealing with fracturing animated objects in a way that the voronoi stays the same. if thats not the case it's hard to debug without a (example) scene file
  13. Alembic fracture

    might be that the alembic has changing topology aka polycount
  14. Creating a force array in vex

    yes sure. you can do something like this: float upforce = fit01(rand(@id), ch("min_force"), ch("max_force")); v@force = set(0, upforce, 0);
  15. Creating a force array in vex

    I don't understand.. a force is a vector so if you just want to modify the y-component of that forcevector you cannot use an array. You can only use a single element of that array.
  16. SOP substep ?

    use $FF instead of $F?
  17. export point P data

    ok. anyway here's a link to a neat file from @f1480187 which exports vector arrays nicely formatted http://forums.odforce.net/topic/30280-generate-text-file-out-of-houdini/?do=findComment&comment=169736
  18. export point P data

    export as what? textfile? can you explain please
  19. export point P data

    this might do it. no solver required dm_animPosArray_VEX.hip
  20. Advecting POPs with a Velocity Field???

    popadvectbyvolumes is the node you were probably looking for particleTest1_dm.hip
  21. Slope based noise

    try transforming the up vector into world space
  22. 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)
  23. 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
  24. 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
  25. 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});