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Fyre

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About Fyre

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  • Name Fyre

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  1. Thanks very much, I got it to work per your advice, however its all contained within the carve now. This is using iteration as the attribute for each primitive, which is fine, but what if I wanted this value to be driven by 'dist' attribute, created outside the for loop and call it in? Like in my example scene? i.e. for each 'iteration' use 'dist' cheers
  2. Trying to use an attribute to drive random values in a carve. Works in subnet foreach but not new for each. forLoopCarveProblem.hip As far as I'm aware the carve can't use $PR etc directly so I'm using the prim function in a forEach loop. Just a bit confused as to whats going on. If I create the setup in a "new" foreach loop I'm getting the same U value for each curve, but If I create the carve and use the prim attribute in a subnet for each loop it works fine. Now I'm guessing theres something different in how these two operate. AforLoopCarveProblem.hips I can't use PR I'm using 0 in the loop, and the subnet (as far as I can tell) culls each primitive into its own geometry?? So this works? But the new foreach loop will just take the value of primitive 0 and apply it to every iteration? Or am I way of base here, Confused.
  3. Hey, I'm trying to use the pop steer seek, pointper particle function, to make a particle goal to its nearest point, whilst mainting a 1 point per particle relationship that and id-pt relationship gives. So particles dont clump to the same point if its both their nearest neighbour. nearestGoal.hip Basic scene to demonstrate what I mean - you can see that if its id-pt relationship you get one particle to one point. But I'm looking for them to go to their nearest unoccupied point. docs say this is possible with an attr transfer, but I can't seem to get it to work. http://www.sidefx.com/docs/houdini/nodes/dop/popsteerseek
  4. This info is great, thanks very much for explaining guys <3
  5. Thats brilliant thanks very much. Kind of a weird way to think about it, its not straight forward numbers. Is it possible to get a curve on the adjustment? If I leave the limit with a curve and adjust the fit on the math node, the top and bottom values move equally, only if there is a constant zero does the fit have an effect (which makes sense I guess). But what If I needed a rounded sine?
  6. Basic question, I'm trying to change the floor value of a sine wave but there dosn't seem to be any clear options to adjust it from being a symmetrical sine wave: between -1 and 1. I'm looking for something like -10 and 1. Thanks
  7. Hey, I'm trying to use a particles rest position - created on the emitter on the birth frame - for shader noise. Unfortunatley I can't get the noise to work correctly inside the shader, wondering if its something to do with rest position on the simulation is a single point in space, but when render the particles are spheres made of multiplt points? Is there a correct method for using particle restpos inside a shader? Thanks
  8. Thanks for your respons sekow, i'm looking at the dop import records sop and im not entirley sure what i should be importing for the impact data? EDIT: Managed to import the Impact point data, however there is no impacttime attribute, only time and they are all set to the current time, not their collision time. Also the normals all say 0 1 0?
  9. Done some searching for an answer but can't find one - sure the answer is simple: impact analysis on packed rbd object (using bullet solver) returns nothing. Attribs are only exported when the object isn't packed. Is it possible to get impact analysis on packed rbds?
  10. Figured it out - incase anyone is interested: on the glue object make sure the dop is re imported for every frame, frame the frame hold and on the evaluatio inside your dop make sure its set to $SF.
  11. Hey, I'm looking to remake glue constraints between rbds after they collide, currently they are made, then break and never reform. Is there a way to take collision info and use that to drive the reforming of the glue constraint?
  12. When creating noise inside a pointVop how can I make it run over per primitive object, instead of treating them as one primitive object to apply the noise to? For example when reading in an Alembic that has its object split into individual groups, noise will apply to the object as a whole and not each object group. Hope my question was clear. Thanks
  13. Looking to change particle emission from geo in a controlled way. As some examples; emitting from the object in a vortex, emitting with curl noise, emitting in a planar circle from the object. Currently the only way i can think of doing this is by altering normals and using that as velocity - but this seems overly convoluted. For example in Maya I could parent a volume axis field to the geo and have that affect the initial emission particles. Sorry if this post is a bit vaugue but im hoping someone has some ideas. Are there any interesting ways i can change a base emission from particles?
  14. I'm trying to make a random switch inside a for each loop to assign one of four different noises to the primitive in the current loop. I cant access $PR from inside the for each loop as its just looking at one primitive at a time, how can I get each loop to choose a random node? If it helps the objects are in separate primitive groups before the for each loop. Cheers
  15. Hey guys, I've scoured the internet for a solution to this but so far have pulled up nothing. I want to animate some guide curves in Maya and import them into to Houdini for hair. I can import them as external geometry on the fur node, and the hair will be in position of the guides from Maya but static (currently using Alembic), they don't follow the animation at all. I've tried everything i can think of, so hoping someone on here has a solution? Failing this it may be a better idea to export the final hairs from xgen as curves and directly render in mantra, but unsure if i can control render attributes such as width along hairs etc? Cheers