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NathanVFX

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About NathanVFX

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    Peon

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  • Name
    Nathan Reynolds
  • Location
    Norwich
  1. Freezing Attributes

    Think I figured it out. Issue was the suspected sop solver bringing in and updating the pscale attribute per frame. a simple line in a pop wrangle fixes it. @pscale = point(2, "pscale", @ptnum) which I think translates to, pscale attribute is equal to the pscale point attribute in input 2, run over every point number
  2. Freezing Attributes

    Hi Odforce! Im working on a little project using the object packing technique from Ben Watts Design's tutorial. I've got an attribute VOP using turbulent noise to drive the pscale attribute. Im then reading this into a popnet through a sop solver, but when the particles move they adopt the pscale of the underlying position of the noise. I believe this issue is related to the sop solver reading the new pscale in every frame but im unsure how to essentially freeze this attribute. I want the points to be born, adopt the pscale based on the location it spawns on, then for the pscale attribute to remain frozen for the rest of the simulation, how do i go about setting this up? I have attached the scene file here. CardGrowth.hip
  3. Parameter every specified number of frames?

    Thats worked perfectly! exactly what I was after! Is there anywhere I can read up on the functions used in expressions within houdini specifically, that you know of? Thanks again!
  4. I've been trying to write an expression which will hold a value and change every specified number of frames. I have a point jitter, and an animated seed so the point will change position every timestep, my goal is to have an expression where the the point will stay in the same position for 8 frames and then change position, and remain in that position for another 8 frames and so on. I've attached a very basic scene file if its any easier for you to use that, any help is greatly appreciated, Thanks! PointJitter.hip
  5. Condensation On Surface

    Hi everyone, I'm brand new to Houdini really I've done some extremely basic RBD, FLIP, Pyro, and cloth sims with a very finite amount of POPs and FEM and I'm looking to develop a little system that will form droplets on the surface as a mesh, I would like the droplets to differ in size and for some to run down the surface and leave a trail as you would expect in real life and for some droplets to stay in the same position throughout the shot. I've checked out some of the other topics on this and they seem incredibly complex to me so if anyone could simplify I would greatly appreciate it! I've attached a simple scene of a can model (can model link; http://tf3dm.com/3d-model/coca-cola-can-23142.html) I am aiming to achieve the condensation effect on this model! Any help is appreciated, Thanks in advance Condensation_Can.hipnc
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