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About Luijee

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  1. Hi Odforce, As others have asked, it would be useful to have a Solved / Unsolved state on a thread. This would then allow users to filter search results by them. It would be nice to easily search through unsolved posts to attempt to help them, as they tend to get unanswered and hidden by newer threads. You could take this further by ranking unsolved posts by demand (whether its views, amount of times searched, category etc) and then have this as an option to tie into a rewards system to encourage solving them. Cheers
  2. Vex_Question

    Hey Flavio, It's a bit tricky to understand what you want to do. Which 2 vectors do you want to compare? Can you clarify what you mean by 'same vector'? It would be great to have an example hip or drawing
  3. Hi, Can anyone shed some light on how to use the gasBlendDensity microsolver? I haven't seen a working example of it anywhere. Here is an example scene with the fields setup, trying to blend between 2 volumes. gas_diffuse_blend_example.hip Cheers
  4. Hey Fay, I would recommend building a solid foundation in general computer graphics and mathematics. From there I found exploring other people's HIP files extremely helpful. This site is filled with loads of cool examples and easy to understand gifs http://www.tokeru.com/cgwiki/index.php?title=HoudiniGettingStarted There's always interesting topics on here and the sidefx forums too, just dive in.
  5. getting a pulsing shape to randomly pulse

    Create an attribute that varies on each primitive, set the extrude to use that variable in the local control tabs. Here's the file pulsing_shape_fix.hip
  6. Hi all, I'm trying to recreate avalanche behaviour with flip fluids, where the fluid is initially sourced at the top, flows down and grows on collision with snow. How can you continuously expand a fluid based on certain events (e.g. collision, temperature) while maintaining it's density. I imagine it could work doing sourcevolume of the simulation output itself and then masking it but that creates a circular dependency
  7. pretty cool method, thanks David!
  8. Hi all, I'd like to animate the progression of an L-system like curve, similar to how sliding the generation parameter works. I thought the carve SOP would be the best approach but each primitive's U value starts at 0, causing all the curves to draw from the start. Is it possible to modify the U value of a curve, so that each prim can start at the same value of the shared vertex (where it branches), or can I carve by an attribute? One idea is to duplicate the point where the branch splits on any secondary branch, enough times so that it offsets the order of vertices to be in time with the main branch - I will try to implement this in the meantime Attached is an example file to help explain lsystem_carve.hipnc
  9. Can you provide a scene file to show the problem?
  10. Use a timeshift node with frame set to 20 then read attributes from that node
  11. Does the job, thanks!
  12. Looks like it works for polygon geometry but not for polylines, guess it propagates point groups based on its primitives? I'm taking every odd point in the polyline as it works for what I need, but would be nice if there was a proper reliable method. group_new_points_line.hipnc
  13. Inverting the group won't work since the new point created from subdivision inherits the existing group. Is that what you meant?
  14. Hi all, Consider you have a line made from 2 points. You subdivide the line to give you a new point in the middle, how can you add this new point to its own group? As a bonus, how could you group the resulting geo of any SOP?