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Yon last won the day on November 27 2016

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  1. I've had issues with polyreduce and transformpieces, try using a fuse instead to reduce point count
  2. Use a wildcard in your filename to import all at once?.. Not sure if that will work.. But I think if you export your model as a single object with subgroups Houdini will find and build that hierarchy Theres likely a way to code a fix but it's easier to have not made the problem initially
  3. Hey I don't think that node is used anymore.. just put active on your packed geo and add it to the overwrite attribute parm on packedobjectdop then if your active is animated you will need to look at RBD inherit @v after initial frame section http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#RBD_inherit_.40v_and_.40w_after_initial_frame
  4. When it does not serve your objective. Im not a big coder, but I once heard a programmer say it is important to not add features freely. Every node cost efficiency. And there is a universal wisdom of "using the least effort". I find it easier to understand complex networks that you have built then those built by others. So don't think you don't have the capacity to work on that level.
  5. If I understand correctly that you are just trying to make a new vector attribute that is your normals just wrangle v@dir = @N; maybe sharing the rest of error code may give us a better idea
  6. you were putting simulated geometry into both inputs XformPieces_v02.hip
  7. You could also run your pieces through a for each with a measure sop set to area. That will give you a size attribute effectively. How you use it to execute what you want is next part. Maybe use in Hartman wrangle ( didn't look ). But using area, you could set your active in sops.
  8. I don't think so..should just use a wedge
  9. Ehm looks like your a little tangled m8.. Typing a arbitrary attribute and it working makes zero sense.. Simply have a 1:1 ratio of the name attribute in the two inputs. The only difference that should be made between your LQ and HQ is LQ got a fuse to reduce point count. Your LQ is simulated, goes into transformpieces, HQ into the other. I'm sure you can understand this..maybe go through your setup slowly and see where you broke this condition.. I'll look at ur file when I get a chance on 72 week right now tho
  10. Many people post this problem, have you searched the forum?.. transformpieces uses the name attribute to match correctly, if it's not matching up your name attribute is wrong.. Make sure you have made a unique prefix for each fracture, there is this option in both voronoi and assemble. If you have not, all pieces will be named piece*, and will overwrite. As why it works for you in smaller cases, but when you add other parts they share name attribute and transformpiece confused
  11. Hey you can use takes and a wedge. Though it will take some setup, the caching will be automated afterward. create 25 takes under Main take. For each one, be simulating one particle smoke sim. In /out level, use geometry ROP to cache. Drop a wedge and set to cache this geometry ROP with Method - By Take, and make sure you hit render while on Main take, and it will cache all takes below it. So it will run 25 times one for each take, and in each of them you have isolated each particle Simulation. make sure you put $WEDGE in your filename, or it will overwrite. /particles.$WEDGE.$FF.bgeo.sc or, without using takes - If you can make a parameter that switch between your simulations, you can just run a wedge 25 times on that parameter. See Peter Quint Millions II.
  12. U create it on the packed geo in SOP before calling it in packedobject dop
  13. Hey didn't look at file so excuse of this ain't right but if u take camera on first frame, time shift to hold in place. This is rest position. In another pipe where camera is rotating, subtract its rotation value by rest rotation = the difference. You can add this difference to the clip rotation. I hope u get the idea.
  14. Hey ehhhm I think ur really far off u should first scale ur scene at least x50 cuz H doesn't work in cm especially pyro the pixels are simply cuz ur resolution is very low so divide division size on pyro object like / 4 or something
  15. I don't think connectadjacentpieces has a feature to connect to anything other then what is in the input, by its name attribute. There's no input 1, input 2, connect these together. But there is always a way in Houdini, maybe go inside the node and try to make a solution. I think treating edges as separate element is still valid approach. But you will need to develop a SOP network to prodecurally isolate the edge. Think, the distance between the points used to fracture, and a point at the centroid of the entire object. Where closer to the edge will be higher value. This attribute can isolate edge. For wood against brick, a simple attribute transfer made work.