Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Sean-R

Members
  • Content count

    23
  • Joined

  • Last visited

Community Reputation

8 Neutral

About Sean-R

  • Rank
    Peon

Personal Information

  • Name Sean Rowe
  • Location Vancouver

Recent Profile Visitors

307 profile views
  1. You can try adding velocity of the geometry and use that to drive the flip particles. I've attached a scene where i've set the velocity vectors to flow up and over the geometry using a cross product, then added it into the sim using point cloud nodes in a POP VOP. geoDrivenFluid.hipnc
  2. Hi James, I couldn't open your file for some reason. I've attached a quick and dirty example. I've used a remesh node to triangulate you mesh and a divide node set to Compute Dual to convert it into Hexagons. It needs some tweaking as the hexgons aren't a perfect grid, it may be worth looking into the scatter or points from volume nodes to create your triangulated mesh. Hexagonal Growth_SeanR.hipnc
  3. Hi Chris, On you're copy sop, do you have "Pack Geometry before copying" checked? That will make each copy packed object that you can bring into your dopnet with a RDB Packed Object node.
  4. Hey James, The easiest/most controllable way would be to make the shapes that you want the growth to create before you propagate it. So in your case you would want to make you mesh out of hexagonal faces, here's a link to a number of ways you can do this:
  5. Could be your Normals? Might be worth giving them a check.
  6. Hi Nick, You can do a volume sample to get the particles offset from the sdf, multiplying this with the volume gradient will give you a vector. Adding this vector to the particles position will move it onto the surface, the vector will have to be negated to work correctly. noodle_v4.hipnc
  7. Hey Rob, You need to check the Use VEX expression checkbox and type it into the textbox that appears.
  8. Hey Nick, The copy SOP recognises the pscale attribute and will apply that to any copies you put into the left hand side. I've moved the solver to above the copy SOP and wrote a simple if expression, basically what you wrote above. forOd_SeanR.hiplc.hipnc
  9. Hey Ryan, Not sure if you sorted this but though I'd give it a try. I managed to get the distance value by placing your vop where you scatter your points into a for each loop and then iterating over each particle. HelP_SeanR.hipnc
  10. Check out the VEX functions page in the Help, it lists all the functions available to you. It sounds like the function you need is npointsgroup()
  11. Have you checked "Use Deforming Geometry" under the Static Object node?
  12. Sounds like a two way switch is what you need. Plug the toggle into the condition, then the two noises into the two imputs. Input 1 is for 1 and Input 2 is for 0.
  13. Have you checked out the Performance Monitor?
  14. The POP Curve Force plugged into a FLIP solver should do what you need. I think there's an example file in the help that shows how to do this.
  15. It doesn't look like they are driving it with particles, it looks like a POP Curve Force was used. There should be an example file in the houdini help for this.