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About logix1390

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  1. activate particle when its born

    Thank you Sepu this works. Yeah I think I was just confusing myself with the solver. Appreciate the time.
  2. activate particle when its born

    Hello, I have a growing emitter which is being scattered with points as it grows. In the popnet, I am trying to activate my scattered points only when they are born. Only the points that are born should be simulated by the pop force. I am able to achieve this effect with a static emitter easily , but I am having trouble getting this to work with a growing emitter. I will attach my file for anyone who wants to take a look. Thank you! particle_activate_on_first.hip
  3. high detailed nebula

    This is a better reference video: https://www.artstation.com/artwork/0gXbV
  4. high detailed nebula

    Hello, I have been trying to create nebulas that have this much detail as seen here : https://www.artstation.com/teunvanderzalm He is fantastic at creating nebulas in Houdini. My methods on recreating this were basically to create an interesting pyro simulation, advecting millions of points and then adding additional noise to it post-sim. I also play around with the pyro shader to get interesting looks when I combine the pyro and particles at render time... I am getting some really interesting looks, however I am still not getting the smaller, finer detail that he has no matter how high res my pyro sim, or how many points I advect through it. I add layers of noise to my particles after, and it still doesn't look right...I feel like im going around in circles. I was wondering if anyone had any tips for me to achieve such an amazing look . I feel like he could be using a custom pyro solver... not sure if I should just keep going with my methods until I get a better look. Any thoughts ?
  5. Randomize density on copied pyro cache

    Thank you for the replies. Shinjipierre, i tried that, but it doesnt work with packed objects.. I need to pack them since I have 1000's of volumes.
  6. Hello, So, I have a bunch of small pyro caches that I copied on some points. I enabled stamp and pack geo on the copy. Is their a way I can easily randomize the density on each of the copied pyro cache? Nothing seems to work... Thank you
  7. cutting a line procedurally

    sweet thanks for the help Noobini
  8. cutting a line procedurally

    Thanks again Noobini, exactly what i needed! Im just wondering now what each sop is doing exactly. specifically the "polyframe" , "measure", and "sort". How does this achieve the proper cut ?? I notice that the "curvature" attribute is just giving me a value of 0 for each point. How is it using this information to achieve the end result?
  9. cutting a line procedurally

    Hello, I have a geometry base shaped like an L. I am trying to cut a line as in the picture below. The thing is that it has to be procedural in one way or another. I used a divide node, which cut me a line diagonally, as you can see. I need it to be cutting across instead. Any help would be greatly appreciated. I will attach my scene file for anyone who wants to take a look. Thank you base_divide_cut.hip
  10. Orienting copied objects

    Thank you Neon, it works perfectly.
  11. Orienting copied objects

    Hello, So i have a roof and I want to make some wooden pillars on the inside of this roof. My method is to basically copy the pillars to the centroid line of each side of the roof. I know the copy sop looks at the normals for orientation so I made sure my normals are aligned the right way before I copy. However, The copy is still not respecting the orientation of the normals. I have been trying to figure this one out for 2 days now. Im sure im missing something easy here... I will attach some pictures and my scene file to show you what I mean. Thank you. pillar_orientation_roof.hip
  12. channel reference- addpoint function

    Perfect. It works now. Thank you Noobini
  13. Hello I have added a point using vex : addpoint(0, {0,0,0}); I want to create custom sliders for each axis of the point position: @P += {ch("xPos"),ch("yPos"),ch("zPos")}; But I get an error . I have no idea why this is happening. I will attach my scene for anyone who wants to take a look. Thank you add_point_channel_ref.hip
  14. Noise texture on Lava sim

    Hello,. I have a quick lava sim that I want to shade with a noise AFTER i import it. from dops.. I need the noise texture to stick with the particles as they move. After I import in the lava sim, I make my point vop and add the noise to the rest field. However, it turns black and nothing happens. I have rest fields enabled in dops. When i search this issue online, It's usually people working with uv's. Do I even need uv's to get a simple noise to stick to the particles after sim? I'll attach my scene for anyone who wants to take a look. Thank you lava_noise_rest.hip
  15. Understanding Ray VEX

    Thanks guys, I can tell this is a very deep topic. I definitely have a better perspective on it now.