Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


Yon last won the day on November 27 2016

Yon had the most liked content!

Community Reputation

62 Excellent

1 Follower

About Yon

  • Rank

Personal Information

  • Name
  • Location

Recent Profile Visitors

1,200 profile views
  1. ill build off seans line @Cd = rand(@ptnum); // randomize color @Cd = @Cd.x; // make greyscale @Cd = clamp(@Cd,.25,.75); // clamp to min and max where .25 is your min and .75 is your max edit: lol post in the same minute
  2. Invert volume

    if(@density == 0) { @density =1; } else { @density = 0; } in volume wrangle
  3. there is not a way without the conversion, so your best bet is to automate. This is a price you pay for the luxury of rendering in two programs in your pipeline. A separate read node for maya/houdini with conversions built in would be your fix.
  4. Use a additive shader, you can discover searching that keyword
  5. small exercises for beginners

    About Vex, I think the best way is to learn VOPS, then you can right click the node and view vex code. Viewing whats available in the tab menu while in VOPS is a catalog of whats available in vex as well.
  6. Advice for a new PC - Ryzen

    Unless your building for GPU rendering I would drop that card and put the money into your mobo doubt you will get a 8 slot mobo for that cost...and if your simulating you gonna want the potential to upgrade you could also get a much smaller SSD just for your OS and put that towards mobo as well
  7. dop import not matching with low res sim

    I've had issues with polyreduce and transformpieces, try using a fuse instead to reduce point count
  8. 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
  9. 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
  10. When is a network too complex?

    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.
  11. 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
  12. Bullet TransformPieces problem

    you were putting simulated geometry into both inputs XformPieces_v02.hip
  13. 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.
  14. I don't think so..should just use a wedge
  15. Bullet TransformPieces problem

    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