Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

11 Good

About Sean-R

  • Rank

Personal Information

  • Name
    Sean Rowe
  • Location

Recent Profile Visitors

688 profile views
  1. You can control the density of scattered points by an attribute, the scatter SOP defaults to a "density" attribute but you can use whatever you like. For the distribution that you have in your top image you could make a black to white gradient on a grid then replace "density" with "Cd" in the Density Attribute parameter.
  2. Access numpt at input 2 of wrangle

    Hmm, not sure. Maybe because it's a different type of attribute and opinput can only access what's visible in the Geometry Spreadsheet?
  3. Access numpt at input 2 of wrangle

    You can use the npoints vex expression, so: npoints(1)
  4. basic questions- question 1

    There are a bunch of visualizer buttons on the right hand side of the viewport. One of them displays the primitive number.
  5. basic questions- question 1

    Hey! There are (at least) two ways: 1. You can type in the primitive numbers into the Group parameter at the top of the transform node. 2. Once you've made your selection you can hit "E", "R" or "T" to create and Edit node. The hotkeys are for Scale, Rotation and Translate respectively. Hope this helps
  6. transfer Cd to vdb from particles

    I can't look at your file, but you can plug the original geometry (with colour) into the second input of the convertvdb node then check "Transfer Surface Attributes". Hope this helps!
  7. Ray node scale input

    It should work if you write @Cd into the Scale parameter.
  8. Spotlight instancing on deforming geo

    Yup, The instance SOP at the /obj level should do the trick!
  9. Have you checked out the houdini help? http://www.sidefx.com/docs/houdini/shade/textures.html The principled shader has parameters to attach texture maps.
  10. FLIP fluid particles growth?

    Hey! So, I realised that as it's on a single frame you don't need to set an id attribute and Ben's set up will work with a fluid sim. I've attached an example frozenFluid.hipnc
  11. pscale in stream

    Not sure why that doesn't work in the dopnet, but the streams are accessible as groups so you can set the pscale at the SOP level. EDIT: Just checked again and I can set the pscales of separate streams using either the POP wrangle or POP Proximity in a popnet. How are you setting the pscale?
  12. FLIP fluid particles growth?

    Should be possible. You would have to add an id attribute to the fluid though, which can be enabled in the flip solver under the Particle Motion --> Behavior tab
  13. Why does this simple line errors out?

    Yup, what Noobini said. Try: vector pp = set( random(10), random(10), random(10) );
  14. Sticky FLIP on moving Object

    There are a couple of VEX functions you can use to help stick particles to an object, volumesample() and volumegradient(). You will have to convert your cherry geometry into a vdb to make it work. Multiplying the returned values together (and negating the volumegradient) and adding the result back onto the particle position. The code should be put in a POP wrangle and looks like this: @vs = volumesample(1, 0, @P); v@vg = volumegradient(1, 0, @P); @P += @vs * -@vg; The "1" means to look at the POP wrangles second input, which I've set to the cherries vdb. The "0" means it's looking at the first primitive of that input. @P is the current position of the particle This should work with both pops and flip. I've attached a hip file trying to recreate that gif you linked. the above setup can be found in the DRIP_SIM section cherries_colliding.hipnc
  15. @Atom - Ah yeah you're right. I've attached a file with the point deform in the correct place to get your group to work with your new geo groupOnRemeshedGeo.hipnc