Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

  • Days Won


Community Reputation

6 Neutral

1 Follower

About fuat

  • Rank

Personal Information

  • Name Fuat
  • Location Munich

Recent Profile Visitors

769 profile views
  1. as Matt said. or in order to just attach or copy your model onto the alembic (without extracting the rotation matrix explicitly): primintrinsic (Signature Matrix4, Intrinsic packedfulltransform) pointing to your alembic file -> multiply by P (coming from geovopglobal) -> P (into geovopoutput). done. (this help comes from my friend Martin Matzeder aka booyabase and saved me 1 mio times so far....)
  2. when you dive inside the flipsolver, there dive inside the "advect surface" microsolver and there find a microsolver called "copy_future_to_past".
  3. whenever you work with Houdini
  4. this. is. just. brilliant.
  5. if you want to use it outside DOPs with an hscript expression, as far as i know the hitnum attribute has no Local Variable Mapping set by default. but maybe a scenefile clarifies things a bit?
  6. when You scatter points on geometry, you get an integer attribute called "sourceprim" (in the scatter SOP, see the Output Attributes Tab), which tells on which prim your points are scattered from/on. so later on in POPs, when doing your pointcloud lookup, you could use this sourceprim attribute to limit your loop up search. like "if primID equals 7, dont use this curve". or, as you suggested yourself, doin it by primgroups. that is maybe the much easier way. but bit are just a guess, dont have ot build in front of me. hth fuat
  7. hi ragunaikvfx, the scene you are talking about was made and posted by MCGrund, not by me you are mixing things up. i posted a different scene. and by the way: "please give me solution" is quite a harsh demand, dont you think so? i am quite sure everyone here is always willing to help and exchange knowledge. but please lets keep polite and nice.... let me know if you need any more help regarding your scene. fuat
  8. fluids are directable, yes. you can control them with a velocity field which you can generate from a curve. build your curve, resample it (in the resample SOP make sure you export "tangentu"), rename "tangentu" to "v" and use these tangent-vectors as your fluid force field. you can do that with the fluid source SOP in "stamp points"-mode (or manuall in vops by doing a pointcloud lookup to ouput to a velocity field). hth fuat
  9. the main idea is: two oceanspectrums with different resolution exponents. so basically, you have one stream of Grid&Oceanspectrum into OceanEvaluate. Duplicate these 3 nodes. Now, change the resolution exponent of the Oceanspectrum copy. Plug the both OceanEvaluates into a VOP. inside vops, import P of second input. now mix both P´s as you wish (by color or noise or whatever attrib you want) that´s basically it. Fuat
  10. another option is the Wedge ROP. i used it recently for a krakatoa-job, simmed "only" 30 mio particles, wedged 10 times with different seeds (takes a few minutes to setup), which made 300 mio particles in the end, rendered with Krakatoa: http://insekt8.de/I/houdini-custom-divergence/ fuat
  11. i don´t know if this will be helpful, but i did something sort of similar (not exactly) for a short film where i wanted to have my ocean surface with different calm areas next to windy/displaced areas (as you often can see in nature). very straightforward to setup: http://insekt8.de/I/houdini-custom-multi-resolution-surface/ hope this helps fuat
  12. You don't have to be puzzled. I just can confirm what sekow said. http://www.amazon.com/Math-Primer-Graphics-Game-Development/dp/1568817231/ref=sr_1_1?ie=UTF8&qid=1448023475&sr=8-1&keywords=3d+math+primer+for+graphics+and+game+development Go get it. All you need is in there.
  13. Hello Davide, the only reason for the subtraction was to make the ramp assemble the correct start/end direction. Otherwise (without subtraction 1-length) the ramp (outside vops) will have the Target-position on the left and the Starting-position on the right. Because the ramp has its Min-Value on the left and its Max on the right side. So without subtraing 1 from the length, i would be kinda "flipped horizontally". that being said, the subtraction is only for "convenience" and proper UI and not technically needed at all. you can easily test it yourself: plug the length node directly into the ramp. now go one level up and change the curve in the "Velocity Control" ramp. You will get it immediately what i mean. Hope this helps Fuat
  14. in VOPS: 1. plug your grid into an AttributeVOP´s first input. Dive inside. 2. from your globals, get P 3. connect it to a cross product node´s upper input (or lower to change rotation direction) 4. create a constant node of type vector, set values to 0,1,0 and plug into lower input of the cross product (or change input order if you wann rotate your normals the other way around, see above) 5. plug the output of your cross into a normalize 6. plus that into globals "N" done. keep in mind that this will of course change/screw your shading, since the normals are used for shading hth fuat
  15. and there´s also a "hitnum" attribute which you can use. keep in mind that it doesnt come with a local variable. so if you need one (to use it in an expression in SOPs for example), you would need to create an attribute "hitnum" yourself with the according "HITNUM" local variable mapping. hth fuat