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3dome

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Everything posted by 3dome

  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
  16. [SOLVED]VEX Rotate Instances?

    why don't you use your up-vector instead of @N? if I got this right, p@rot = quaternion(@Time, v@up); in your attribwrangle_INSTANCE should do the trick and remove those other lines
  17. Sphere Generating Pyro FX- Fire track with Sphere

    it's quite easy. you need to make the 'gas resize fluid dynamic' track your moving source. have a look at the attached file Cheers dm_animatedFluidSource.hip
  18. animated objects switch to rbd

    here you go. I put some comments in the file. Cheers Edit: sorry I switched boxes and balls just switch them in my file and adjust sizes (box to 1.5, sphere radius to 1) dm_RBDswitchToActiveState.hip
  19. Simple Bump Map Problem

    maybe try the op:/full/path/to/node syntax. maybe you have to add backticks `` not sure right now
  20. extruding faces per primitive

    don't know, maybe you forgot to specifiy a distance on polyextrude or maybe it is because the wrange in your picture is set to points instead of prims anyway you might wanna have a look at my file and compare it with yours Cheers dm_extrude.hip
  21. so this new version has a customizable falloff ramp and sorta uses the seams of a boolean. I have no idea if it's possible to really define arbitrary shapes as boundaries.. I'm sure there is a way but I just have no idea regarding your last question: on attribtransfer you could set the blend with (that would be your range) and feed that into a spline ramp to remap the values to your liking Cheers dm_regionDisplace_v02.hip
  22. maybe something in this direction? ok, there is no definable distance and so on yet but maybe it's a start Cheers dm_regionDisplace.hip
  23. Dynamic shatter transfer (easy)

    another way (but fracturing will be calculated every frame) dm_dynamicShatterTransfer.hip
  24. Liquid Droplets?

    H16 has a nice implementation of surface tension. play around with that
  25. Sop Solver VEX Force

    If you look closely you can see that Mike is using rbd packed objects. With them it works, because a packed object is represented as only 1 point. From this point you query the y-Position in the sop solver. dm_force.hip
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