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Everything posted by logix1390

  1. Small tablet or laptop for Houdini

    awesome thank you guys. I will look into all of your suggestions!
  2. Small tablet or laptop for Houdini

    Hello, I am looking to get some sort of tablet, notebook or laptop for Houdini. The key is to have something as small in size as possible that can run Houdini . I am not doing any real production work on it. The goal for this would be to basically have this at my desk at work so that I have reference to setup files or R&D stuff that I have done at home, since we don't have access to internet or USB at work for security reasons. I was looking at the system requirements for installing Houdini here: https://www.sidefx.com/Support/system-requirements/ and it is pretty easy to find something with the processing power and ram. However I am not to sure on the graphics . Most tablets and notebooks that I am looking at have integrated graphics on it and I am not sure if Houdini 16 will handle it. Again, it is not to do any sims or anything. Although that would be a bonus... I really just need reference to Houdini files and be able to see whats in the viewport. I am not a hardware guy, especially when it comes to graphics cards. If there is anyone with experience with this, and can point me in the right direction , that would be amazing. My budget is around $1200. Thank you.
  3. Polyreduce losing fracture pieces

    Hello, So i have a fractured object that I am trying to create a low resolution proxy using the polyreduce. It works fine except that after I use the polyreduce inside the foreach it loses some small pieces . I need to have the exact same amount of pieces after I use the polyreduce so that it matches the high resolution object. My high resolution fracture has 359 points after I pack it. and my proxy has 353 pieces after I run the polyreduce on it and pack it. I tried playing around with the setting on the polyreduce but it doesn't work...even tried to use the reference mesh input. Not sure I understand this fully... if anyone can take a look that would be amazing. Thank you. polyreduce_losing_pieces.hip
  4. Polyreduce losing fracture pieces

    Even Better ! Thank you sir
  5. Small tablet or laptop for Houdini

  6. Polyreduce losing fracture pieces

    Thank you Noobini, this works great. I know but the real object I am fracturing is very high res and after the fracturing it has a combination of really big pieces and really really small ones. Which means I had to go a little crazy on the percentage in the polyreduce to make the really big pieces low poly...but the small pieces obviously suffer Your method is awesome. Appreciate the help.
  7. onoise on copied lines

    Ahh makes sense.. Thank you bunker!
  8. onoise on copied lines

    Hello, I have a bunch of lines copied to points. I make a ramp based on the curveu then apply the onoise function after I copied the lines It works fine, just that when i increase my noise really high, it seems like the geometry travels in a particular direction and not truly randomized. I apply this wrangle after i copy the lines int turb=chi("Turb"); float rough=ch("rough"); float atten= ch("atten"); @P+= onoise(@P,turb,rough,atten)*@Cd.x; I looked up the onoise function in the help files, and i have followed it directly. Maybe I am missing somthing else? I will attach my file for anyone that wants to take a look Thank you Noise_on_lines.hip
  9. coins stacking noise (vops)

    Hello, I have a line with points. I copied some coin geometry to each point so it looks like the coins are stacked on top of each other. In vops I apply some noise to the line on the x and z axis so that it looks like the coins are not perfectly stacked . My result is ok, however it looks like my coins are all slanted I am not sure why I am getting this. I will attach my file for anyone that wants to take a look. Thank you. coins_vops.hip
  10. coins stacking noise (vops)

    ahh makes sense. thank you toadstorm.
  11. bbox vector placeholder question

    Hello, I recently stumbled upon some code that had something like this: vector min, max; getbbox(min,max); So is vector min, max is basically creating two empty placeholder vectors: (0,0,0) and (0,0,0) ?? So when I say getbbox(min,max); ..it really means: getbbox(0,0,0), (0,0,0)); ???? I know the getbbox is supposed to set two vectors for the min and max corners of the input geometry, but how does it calculate it if I am just giving it two empty placeholder vectors (0,0,0)...how can I see this in an attribute in the geometry spreadsheet so I know what the placeholders are really doing ? Sorry for the silly question...Any help would be greatly appreciated. Thanks
  12. bbox vector placeholder question

    Hi Bunker, This makes sense now. Thank you very much!
  13. opinput question

    hello, I have a grid, and a sphere plugged into the second input of the point wrangle. Trying to create some color following the sphere if I move it.... just wondering why this doesn't work. I am trying to store the current position of the grid into an attribute called v@origP. and then i store the current position of the sphere from the second input into an attrib called @myP...however it says their is an error. Not sure what im doing wrong here. @P=v@origP v@myP= v@opinput1_P; @Cd= length(@origP-@myP); I will attach my file for anyone that wants to take a look. Thank you opinput_p_question.hip
  14. opinput question

    ahh ok. Makes sense now. Thanks mate!
  15. control fuel and temp by ramp

    Hi Atom. Thank you, this works great. I didnt realize that Time plays a factor in this. Why is that? Is it becasuse I am working with dops ? Thank you
  16. control fuel and temp by ramp

    Hello I have a ramp after my fluid source in sops that is mapped to the fuel and temp. However, I was expecting dops to pick it up and add in fuel/temp based on the ramp. It is not working. I made sure I am using a volume wrangle of course. I think I am missing something. I will attach my scene file for anyone who wants to take a look. Thank you. fuel_temp_ramp_fire.hip
  17. control fuel and temp by ramp

    Hey Atom seems like i followed exactly what you said but the ramp still does not drive the sim in dops. So i scattered points and created a fuel and temperature attribute. I duplicated the fluid source, one with fuel and one with temperature..and i added in my ramp before the fuel fluid source. Is this the correct way? I am trying to get the fire to stop emitting based on the ramp of the fuel. appreciate the the help fuel_temp_ramp_fire_v2.hip
  18. opinput question

    Hi thank you for your reply. Both your methods work great and it is exactly what I was trying to do. I was actually trying to get more familiar with @opinput. If i replace opinput instead of point into your code: v@myP = v@opinput1_P; @Cd = fit(length(v@P-v@myP),0,5,0,1); I would think this would have the exact same effect, but instead the color goes to the center of the grid. I am not sure why? Thank you for the help
  19. pyro parent to animation

    Hello, I have a simple animation of a ball moving across the screen. ( This is supposed to represent an object moving across a very long distance) I want to transform that ball to the center and simulate fire. after the simulation I want to transform the fire back to the original animation. However, even though I inherit the velocity of the animation, the fire still looks parented and unnatural . Is there a way to simulate at the center of the world and then transform that simulation back without it looking unnatural and parented? The reason i want to sim at the center is because it would be much more difficult to simulate fast moving objects traveling across very long distances. I was thinking maybe some sort of average of the transformation of the ball?? I'm just not sure how. I will attach a scene file for anyone who wants to take a look Thank you pyro_parent_back_to_anim.hip
  20. pyro parent to animation

    brilliant. this makes more sense. Thank you karanjaura!
  21. npoints function not working

    hello, I am just trying to understand how this npoints function works. I want to store the maximum amount of points of another object in a variable called myID so i say: i@myId= 1; @myId = npoints("../PTS"); it should return 1000 points but it returns 0. The help file say this npoints: Returns the number of points in a geometry npoints(surface_node) What am I doing wrong here? I will attach my scene file for anyone who wants to take a look. Thank you npoints_question.hip
  22. npoints function not working

    I see, thanks guys!
  23. npoints function not working

    Thanks noobini. Both methods work perfect ! But i'm a little confused on why my method doesn't work ?
  24. simple vex question

    Hello, I am a complete noob at vex but I am trying to learn it. I have this here: @id = 1; @id = rand(@ptnum); why is it that this results in the id being 0...why does the random function not execute as it should? If i give my own variable like this: @myId = 1; @myId= rand(@ptnum); Then it works perfectly... I am a little confused on why one works but not the other. Thank you.
  25. simple vex question

    Makes sense now. thank you woodenduck