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About Sepu

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  • Name Hernan
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  1. add a transform and just press "Move Centroid to Origin"
  2. it should tell you in H16 as well (it works fine here) what is what but if not The light green is a "Vector" The cyan or blue green is a "Float" The blue color is a "Integer" and orange is a "String"
  3. ha! True to that. I didn't think about that, still though excellent resource!
  4. If you are into procedural modeling, I would highly recommend Anastasia series. https://gumroad.com/anopara
  5. After your are done with your effect, cache it as ABC or whatever you are using to take it back to Maya, and scale it up by 100 or 10 depending how much you need to scale down. In H if you going to do fluid or any other kinda simulation you are better off working at real size units in H. if not you can expect weird behaviors or crashing, etc.
  6. Here you go, what you could do is use a Ramp to control the ends of your curves and with that Attribute animate some noise in there as well. Take a look at the example ExampleAnim.hipnc
  7. Scale down your Object, If the model the shark in real size units in Maya usually you want to scale down in H 0.01 then check the size of your Geo in H. Remember Maya works in CM, Houdini in Meters and do not change the working units in either Maya or H.
  8. Here you go, you were using add attribute, you should be using bind export instead, also you were not copying any of your points so you wont see what you are doing. instead of using width, use pscale for points. I also add how you would do the same with the new Group SOP. Galaxy06_Shading the Galaxy04_fix.hipnc
  9. @scale = set(1, noise(@P) * 2-1, 1); You are missing @P
  10. As David mention you do not have to use for each for this, but if you want to know You can also do this on the carve then you will get the same as your old for each. fit01(rand(detail("../foreach_begin1_metadata1/", "iteration", 0)),0,.5) or you could also do it with a couple of wrangle to get control, like in the hipnc forLoopCarveProblem02.hipnc
  11. The sort node works for point if you are in the points tab and it works on primitives if you are on the primitives tab. It should work just fine.
  12. You gotta use the Create Meta Import Node and use the iteration number. Then you can use this on your carve rand(detail("../foreach_begin1_metadata1/", "iteration", 0))
  13. can you post what you have so far.... Also what render are you trying to use? different render have different requirements to make attributes to work
  14. you can use attribute transfer or attribute copy @Cd. Where is your @Cd in what part of the tree, middle click before your copy and make sure that you can see it there.