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adrianr last won the day on July 15 2017

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  1. The panel will be in a different place depending on which desktop you're in. But you can always add it to any pane.
  2. Uniform volume is still in 16.5. Check in the Material Palette.
  3. Why would you not use @age to scale your particles? The popnet will give you that for free. Something like f@pscale = fit(f@age, 0, 2, 0, 0.1); will scale the particles between 0 and 0.1 between the ages of 0 and 2. If you want to delete points not in the group drop down a blast, select your group from the drop down and then check delete non-selected. No solvers required. If you needed to test against the eventual flip surface you could do that with VDBs.
  4. How could I make this dynamic ?

    You could create a density point attribute prior to sending it to dops. Set the density for the bottom point separate to the rest of the wire. Drop a point wrangle with something like, f@density = 1; if(@ptnum == 0) f@density = 1000; You can play with the normal and tangent drag too. Can help make it more restrained and less bouncy.
  5. Yeah really you should have f@Alpha = 1; and then go on to modify later with the if statement. The 'float Alpha = 1;" line isn't doing anything in that example as it's creating a local variable that isn't called later. In the case of Alpha, where Houdini already considers objects to have an Alpha value of 1 by default (even though it doesn't show you) you don't have to initialise it first, but for arbitrary values you do (Example attached). And yes, there are some attributes you don't need to explicitly declare (like Alpha), but to be honest given it doesn't make a difference if you do or not, it's good practice to just declare everything anyway. Sure in the case of @P I don't bother, but unless you know exactly which attributes Houdini recognises, better be safe than sorry. You'll only end up calling a vector as a float somewhere and breaking something. Initialize_attributes_01.hip
  6. Rebelway workshops

    I doubt all you'll take away from that course is how to make good rocks. I bet there is a ton of useful and transferable info, real time stuff especially, that will be worth the cost. Providing of course you currently know very little about what the course intends to cover.
  7. London user group

    Serves me right for not turning on thread notifications! We've set up a slack at the following to try and organise meet ups, but whatever we decide we'll try and remember to post back here and the SideFX thread. https://join.slack.com/t/londonhug/shared_invite/MjE0MjM5Mjg4OTI5LTE1MDA0Njc3ODctN2RjYmNlMTY0ZA
  8. Faceted Normals After Displacement

    Sooo my solution worked? Just using quaternion dihedral as you had set up instead of a 3x3 matrix. Good to know about the raytracing bias. Regarding your latest scene pretty sure the source is the shading normal vop inside the displace vop. It creates new normals from the displaced position, rather than rotating the existing normals along with the position. You can go into the displace vop and hijack the matrix coming out of the 'get_space' subnetwork to rotate the normals and bypass the shading normal vop - Just be sure to turn off your transform after the displace normal. Edit: I haven't checked the full subnet to see what it's making or if the normals are now technically rotated the same as the points, but I think this gives you enough to go on for further poking around.
  9. Faceted Normals After Displacement

    Damn, thought I had it, still a bit broken.. Only render time subdiv fixes it but I know that wasn't the point. Curious to know the proper solution as this would technically work in sops regarding rotating the position and normals. Displacement_Normals_02.hipnc
  10. Constraining wires to Cached Geometry

    Hmm not familiar with Maya but have a look at the connect adjacent pieces sop, might be good for what you need. No worries on the file glad to help
  11. Constraining wires to Cached Geometry

    See my last post in this thread
  12. I'm not 100% but I don't think you can use transform pieces in this situation. You're getting out more points from DOPs than you're putting in. Transform pieces expects a matching point count (well, technically this can work without it as you'll see in Anthony's thread, but it's not ideal) and a matching name attribute. If you're trying to move 20 initial chunks based on 40 points coming from DOPs I'm not sure how you expect that to work? The geometry being made in DOPs doesn't exist pre-sim in SOPs.
  13. No worries chief. Shame about the Maya export but I guess it's most often the case. And re: clustering I don't mean the clustering on the voronoi fracture - I mean clustering your glue constraints with different strengths. If a glue primitive has a strength of -1 to the solver it is unbreakable, so you can mix not just between bonds of varying strengths but also of bond of unbreakable strength. You can control these with layered noise just as you would anything else you needed various sizes from. If you just want straight up different sized pieces based on some seed points you could look into the 'Voronoi fracture points' sop, hip attached. Can be pretty finicky though - I think the glue constraints method is better albeit more work. Voronoifracturepoints_01.hip
  14. That expression should work fine, but bear in mind that will place the focus of the camera at the centroid of the follow object, which isn't how we usually focus on things, so you might want to subtract a slight value from the result to shift the focus distance more in line with the nearest face of the object. You can check where the focus distance is by hitting Z when you have your camera transforms active in the viewport - This brings up the focus handles. You can also right click and select focus handle there. Oddly when you have a camera lookat constraint it doesn't orient the focus handle with the look direction of the camera which makes visualizing it a bit tricky - Not sure if there is a fix for this or if you'll just have to do spot renders and check focus. Follow_focus_01.hip