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About bonassus

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  1. two objects in a granular solid sim

    I'm trying to set up two pig heads in a grain sim that collide together. an extension of the grainular solid example in Jeff Lait's h15 grains masterclass. in stead of one pig head i want to wire in two. I've set up two pig heads (skipping the bone group part for now) see attached file. Jeff shows how to override the P and v with from an animated version of the geo with a wragle. I've set the dop net up the same way with two sources. however for some reason one of the P values apparently collapses to 0. if i switch the merge order it switches which source goes to 0. see attached file. I'm obviously missing something here. help would be appreciated. twosolidpigs.hiplc
  2. Hey thanks! that works well. Okay now I have a random question that you may want to answer. why do I get a different result if i combine the code from the two wragles in to one? It seems like the order of operation should be the same. No? Thanks Again.
  3. random normal direction

    Oh okay. the rand function run once for each component in the vector() I assumed it was just casting the resulting value. thank you noobini. F1, thanks for the clarification and the two examples that also do the same thing.
  4. random normal direction

    ikoon, thanks for the reply. I'm not sure what you mean.
  5. random normal direction

    James, thanks again for the vex solution. v@v = (vector(rand(ch("seed1")))-{0.5,0.5,0.5})*2; allow me to attempt an explanation. The rand function returns a value between 0 and 1. casting it as a vector creates a 3 float vector with 3 identical values. subtracting the 0.5 vector makes some values negative and then multiplying by 2 normalizes the values. shouldn't this create a vector with three identical values? why is this equivalent to Noobini's offset solution?
  6. random normal direction

    Vusta, thank you for the demonstration. I see you can get a roughly even distribution of directions by offsetting the sin cos functions. weird.
  7. random normal direction

    thank you! that works. I wish i understood why that works.
  8. I'm trying to control the normal of a single point. I want to use normals to visualize vectors that i will convert to velocity later. I've reduced my experiment to a single point to hopefully simplify things. I'm trying to make the normal point in a truly random direction for each frame. I tried this: float x = fit01(rand(ch("seed1")),-1,1); float y = fit01(rand(ch("seed2")),-1,1); float z = fit01(rand(ch("seed3")),-1,1); @N = set(x,y,z); which gave me a random direction with in a disk. If i substitute @N for @v and feed this into a popnet that uses inherited vel i get particles in a plane. see attached image. If I control each component of the vector leaving two at 0 and setting the third between -1 and 1 i can point the normal in any direction. I can't figure out how to get houdini to randomly set the normals direction in all directions. Help appreciated.
  9. Thank you for your reply. I found that the games baker from the game develpment toolset did what i wanted it to do. An id map is just a colorized uv map. Substance can select using the colors that are assigned to the uv map. thanks again
  10. I'm trying, with out success to create an Id map to use in substance painter. something like the quixel colors plugin. I assigned two principled shaders, with different base colors with a material sop at geometry level based on primitive groups (see Attached image). I set up a baketexture rop to export a basecolor image plane, see attached image. The exported image is white. I want uv rendering of the colors in the textures. There is something i don't understand called a uvlense shader. do I need to use this? I didn't add any lights to the scene I don't think i need them. I got this warning: A head-light was automatically added to the scene. If the soho_autoheadlight parameter cannot be found in the Objects tab, add the rendering property to control this behaviour. I would appreciate if someone would point me in the right direction. Thanks
  11. staggering a carve by primnum

    Thank you woodenduck. That worked! you rock!
  12. 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.
  13. vex groups from string parameter

    Thank you, did you leave out the point number parameter from your example?
  14. vex groups from string parameter

    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?
  15. 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,