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vtrvtr

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About vtrvtr

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    Vitor
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  1. Tooltip

    In the help tab you can write the subtitle or whatever it's called. That's what's copied to the tool tip. The syntax is like this: = Name of your Shelf Tool = """ TOOL TIP """ More here https://www.sidefx.com/docs/houdini/help/format
  2. Time-based paramater in /mat?

    If you take a look at the shelf setup for the ocean tools, you'll see that it creates an oceansurface material. In the displacement tab it reads the spectrum masks, which are frame dependent. There the files are referenced by channel directly from the cache node, so I suppose that's what SESI recommend you do
  3. Here's the gist of it material_blend_odf.hip
  4. Vex_Question

    Take a look at this dot_consecutive_pts_odf.hipnc
  5. Simple copy and transform

    Here is a way copy_resample_line_odf.hip You can see more about this type of workflow here:
  6. Small RBD collision issue

    Your scene is way too small. I guess the bullet solver is going crazy because of it. If you simply increase the size of everything, it looks fine As a rule of thumb, if you're using a parameter like 0.00005, it's probably better to not simulate it in scale (same goes if you need to put 1000000000 in some other parameter)
  7. Set Parent node as current node

    Hmm... Maybe I'm misunderstanding, but simply doing >>> node = hou.node("/obj/geo1/file1") >>> print node.isCurrent() False >>> node.setCurrent(on=True) >>> node.isCurrent() True >>> parent = node.parent() >>> parent.isCurrent() False >>> parent.setCurrent(on=True) >>> parent.isCurrent() True Seem to work
  8. I would love to see some smarter ways to do this, but here are two ways, with a sop solver and with a trail: setFrameIntoAtribute.hipnc
  9. Do you want the rbd to react to the pyro? If no, the usual workflow is to cache the rbd sim, create a volume representation (the collision source node does it easily) and then use that as a static deforming collider in the pyro sim You can ignore it if you don't mind the pyro colliding with that. Usually you want a better collision Check this, I'm doing the two sims at the same time but in different dopnets. If you turn off the advect from volume you'll get what you would get if you just cached it bullet_pyro_col_odf.hipnc
  10. Different node $OS

    Yes, here's a list of hscript functions or "commands" You can get a node name by using the opname one. Don't forget the back quotes `opname...`
  11. I had this doubt not long ago and after much search I had to ask SESI. Here's the file they sent me. The method you're looking for is this one. Unfortunately it's not really documented. That aside, it's pretty cool to use 84163.hip
  12. Grass Ripple Deformer

    What exactly would be the movement you're imagining? A bend? If yes, check this thread, f1 does a great job explaining If it's something else, maybe an example would help Also, take a look at hair in 16. Both in a practical way because you can possibly just use hair to do the whole thing, but also if you open the guide process sop, you'll see it's neat organized with various "effects" to warp a curve in vex, including a bend
  13. VDB to "tidy" geo

    Maybe something like this? box_vdb_odf.hipnc
  14. Add detail to fractured geo

    Check this If you search for "edge displacement" you'll find several results, there are several ways of doing this. The above one is just one of them. Also, you could check the new boolean tools that do this kind of thing in a more artistic way
  15. HeightField geometry data driving shader?

    Check the shelf examples. They are good to get a grasp to what SESI thinks it's the best workflow But apparently it seems to be something like this The HF Clip node has another setup for if you want to "promote" a mask using the copy layer and layer nodes
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