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Everything posted by bonassus

  1. printf

    I'm confused about printf. I don't know c++ and so never had to use it before leaning vex. I'm wondering about all letters you can use for the arguments in the printf function. I've seen %f used for a float. %d also used for float (decimal i guess), %s for string, and %i for integer. the docs state: The conversion of the argument is specified by a single letter: g, f, s, d, x, c, p. it goes on to show: %g, %p, %c Print an integer float, vector, vector4, matrix3, matrix or string in "general" form. %f, %e, %E Print a float, vector, vector4, matrix3 or matrix in floating point form. The first example shows 3 argument types and 7 data types. Does this mean i can use any of the listed %letter arguments with any of the data types shown?
  2. add spring to a lookat constraint

    That works. Thanks!
  3. I'm trying to at a bit of rotation spring to a look at constraint. It's not working. I created a lookat constraint and then within the constraint network after the lookat chop I add three deletes with t*, r* and s* and then merged the channels back together. I added a spring chop to the r* channels before merge. (see attached image) There is no spring added to any channel. I'm wondering how this could be done.
  4. Thanks for this topic and solution. This helped me build a camera rig.
  5. in a blast node I can set the group with @name=vel as well as @name==vel . It makes sense to me the equality operator == should work here as it returns a boolean. Why does this work with an assignment operator = ?
  6. I'm trying to create groups with a wrangle from @class attrib after a connectivity sop, using "iteration" attrib in a foreach loop. f@group_`"detail("../foreach_begin1_metadata1/", "iteration", 0)"` = @class; I was thinking the backticks and quotes should resolve to the iteration number as a string. then concatenate it to the f@group_ and that equal to class number. However i think the iteration and class atribs are integer values and the f@group has to be a float? confused...
  7. Houdini 17 Wishlist

    A better illustrator importer would be nice. Specifically one that can imports open curves. The way C4D does. This would be an advantage to those considering Houdini for motion graphics.
  8. 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
  9. increment every 20th frame in a sort

    Oh right. Thank you.
  10. I have a sort node set to shift. I want to increment offset by 1 every 20th frame. $F%20==0 sets the offset from 0 to 1 every 20th frame. But how can I increment the value instead of setting to 0 or 1? Thanks.
  11. I'm watching Steve Knipping's Applied Houdini-Rigids III. He does a point snap align thing that I don't understand. see attached vid. He calls it a magnet snap which I assume is a Maya term. Can someone explain how he does this? Thanks magnet_snapping.mp4
  12. magnet point snap align

    Awesome, Thank you. I didn't know about part where you hover over the second point. Thanks for taking the time to demonstrate this.
  13. magnet point snap align

    Thanks for the reply woodenduck. No, the geo in the video i posted is a test with a line sop. It's not packed. It's just two points and a line prim and yet point snapping does nothing...
  14. magnet point snap align

    I can make point snapping work in some cases but not in this one. see attached video. My original question is how to do the point align to axis snap but i can make these points snap at all. Why does it not work? thanks snapping.mp4
  15. magnet point snap align

    Thanks. I did notice that. Its not working for me. I select the bottom point enable the transform tool turn on point snapping. no snapping happening. not sure why. seams like it would work.
  16. Houdini 17 Wishlist

    I have an obvious suggestion for chops. Dot syntax in the attribute Scope parameter field on the Channel node. This works P(1) but not this P.y
  17. colon in path

    I have an object merge inside a sop solver that is inside an rbd sim. The object merge is pointing to the Geometry in the rbd object from the sim. with: ../..:rbdobject/Geometry Why does this work with the colon? why isn't it another forward slash. ../../rbdobject/Geometry I understand that its pointing at the rbd object which is different than the rbdpackedobject node. What does the : signify? thanks
  18. Thanks for posting this. It is a very helpful example for beginners like myself. I'm wondering if there is a way to use cached geometry as the source for a setup like this? I like the motion of an rbd sim but would love to add some squishy/springy motion to the fractured parts. So that it doesn't look like concrete. I have tried running the sim through an fem sim very similar to this but I can't get it to work on the deforming mesh. I wonder if you have any ides for me. Thanks agian
  19. rbd and softbodys

    I'm trying to understand what is possible in combining rbd and softbody simulations. Or what the workflow should be to get a fractured object to break apart like in a rigid body sim but also be a bit squishy. Like how a pumpkin might break when dropped from 2 meters off the ground. I haven't been able to get this look with fem and fracturing as the individual pieces kind of stick together on impact and don't break apart the way rbd does. Is there a solution with the multi solver? or some implementation of the grain solver that i can't think of. if someone has a solution for this i would very much appreciate it if you shared it with me. thank you. B
  20. rbd and softbodys

    Thanks for posting this. It looks like a great example of a bending/denting technique. Very interesting even if there is no explanation of how it was achieved. What I'm after is a sim that is bouncy after breaking apart. Thanks for the reply
  21. rbd and softbodys

    Sounds promising. Any chance you could provide an example? thanks!
  22. rbd and softbodys

    Thanks for the reply Chris. I'm struggling to figure out how to do this correctly. Allow me to describe explicitly what I think you are saying for your first suggestion. Run an RBD sim and cache the results. And then sim the cached geo as a granular solid? I assume that's what was meant by soft body sim (please excuse my ignorance). I have not been able to get this to work. I have attached a hip file softbodytest_grains.hiplc encase you are willing to take a look and possibly point me in the right direction. In the houdini docs in the shattering section under tips it says: http://www.sidefx.com/docs/houdini/dyno/shatter This sounds like what i want to do. but i really don't understand how to set this up. I assume this means start the solid sim on the impact frame of the rbd. would this be done without gravity in the solid sim using the velocity from the rbd sim? Also the solid embed turns the fractured pieces into on tetmesh which wont do a good job of deforming embedded geo. Is the the solution to use a loop to tetrahedralize each fractured piece and feed them separately into the sim? I'm obviously unclear about how this works and would appreciated any guidance. I have also attached my attempts at fem shattering and the rbd fem hybrid approach(neither of which work). I'm hoping you can give me some pointers to get the pieces to break apart. Thanks for any help. softbodytest_fem.hiplc softbodytest_grains.hiplc softbodytest_rbd-fem.hiplc
  23. I'm trying to simulate cloth interacting with an animated file cache. The cloth sim is pretty much from the shelf tool and the collider was set with the surface collider shelf tool. the collider is poking through the cloth. im having trouble finding which parameters to change to stop the interpenetration. i've increased the substeps by a lot but this doesn't seam to have an effect. any suggestions would be appreciated.
  24. cloth interpretations

    thanks for the reply. this sounds like it could work. I'm getting a warning on the static object node in the dopnet Warning emptyobject1: Warning: external object has no valid position at start time 2.333333333333333 I get this with or without the timeblend. I'm not sure what the time blend is doing. I've seen the timeblend work with a timeshift $F/2 but by it self connected to the cache i can't tell if its doing anything. Are you suggeting i create a ID like this?: @id = @ptnum; Is there a way to tell if there are substeps on the file cache?