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About bonassus

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  • Name bonassus
  • Location Chicago
  1. Thank you woodenduck. That worked! you rock!
  2. I'm wondering if someone can help me out. I have a bunch of line primitives and i want use a carve sop to make them appear to grow. But I would like to stagger the effect so that prim 0 starts to animate with the carve and when its 50% prim 1 starts to animate and so on. I can't think of how to do it. I put them in a foreach loop but still not sure how to stagger the effect. help would be appreciated.
  3. Thank you, did you leave out the point number parameter from your example?
  4. Okay, thanks a lot. I see now in the help card that the last parameter, 1 is a value parameter. Is this a true false value?
  5. If I have a string parameter assigned to each point of an object can I create a group for each point using it? s@s = sprintf("%i",i@ptnum); f@group_s = @s ??? thanks,
  6. I have a particle sim sourced from a debris source from an rbd sim. with out a ground plane it looks ok. But when I add a ground plane it does a weird stair stepping thing. how do i fix this? thanks!
  7. Thanks LaidlawFX! Learning this stuff can be confusing as it changes so much between versions. This video answered my questions about shaders in Houdini. https://www.sidefx.com/tutorials/houdini-16-masterclass-custom-shading/
  8. I'm watching Houdini 15 Masterclass | Shaders and Shader Building tutorial which shows the pbr specular node. I can't find this node in houdini 16. I find a specular node that also has an f output but not the pbr specular node. even though it is in the Houdini 16 docs. Is this node included in houdini 16? Has it been removed? thanks!
  9. Thanks for the replies. I should have read the doc first. " The Static Solver DOP is a solver which does nothing to its objects at each timestep. "
  10. I discovered today that a ground plane doesn't need a static solver to work with an RBD sim? The Ground plane shelf tool adds a static solver to the dopNetwork but if removed it will still work. Is the RBD solver solving for the ground plane?
  11. Thanks again for your response and to my last question. I'm wondering if you could help me with an other question relating to this set up. If you took the line described above for which the distance between the points decrease. Is there a way to get the distances between each point? Say for use in copying boxes to the points whose heights decrease in proportion to the point distances? Sorry of the convoluted questions. feel free to completely ignore this... Thanks. B
  12. Sorry I think i was not clear about the set up. There is an instance object node. Which contains some scattered points that have a randomized @Cd attribute. The Instance node is instancing a sphere which is also at object level. The @Cd attrib is present inside the instance node but does not get transferred to the spheres that are being instanced. curiously the @pscale attrib that is also present on the points inside the instance node does get transferred to the instanced sphere. I was wondering how to get the color attrib to the instanced sphere. I could do something similar in the instance node with mantra and a material override. But I was planing on using a different renderer and am trying to get the color to the instanced spheres. thanks.
  13. Is it posable to transfer the @Cd attribute to geometry with the instance sop? With the copy sop you can Use "Template Point Attributes". The instance sop has no such option. The instance object picks up a @psclale attrib but not a @Cd attrib? Thanks
  14. I'm having trouble with mantra rending hair with houdini16. I keep getting an error message. [17:06:10] mantra: Unable to resolve geometry op:/obj/geo1_deform/OUT_GROOM. Please ensure the object is included for rendering. You can turn off vm_renderable if needed. Invalid detail specified Invalid detail specified Invalid detail specified I don't know how to turn off vm_renderable or what is causing mantra to fail here. Is this a bug? any help much appreciated B
  15. Is there a way to assign the visualization colors from the heightfield_visualize or the heightfield_erode nodes to a @Cd point attribute? I'm not sure where to access the colors as there are no materials assigned to the terrain geo, no uv's and no Cd attribute. thanks B