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woodenduck last won the day on June 25 2016

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  1. POP inherit point normal from passing a point

    You will need to set the 'radius' and 'maxpoints' channels to something useful... ;D
  2. POP inherit point normal from passing a point

    Try this in a popwrangle inside the popnet. if(@n2 == 0) { float radius = chf("radius"); int maxpts = chi("maxpts"); int handle = pcopen(1, "P", @P, radius, maxpts); v@n2 = pcfilter(handle, "N"); v@N = @n2; }
  3. magnet point snap align

    Is your geometry packed?
  4. attrib wrangle set to run over prims... addpoint(0, @P); removeprim(0, @primnum, 1);
  5. Need advice from Houdini users.

    In my experience, the best way to revise your math is to use Houdini ;D
  6. staggering a carve by primnum

    Hit "create meta import node" on "foreach begin" to allow access to the iteration attribute. Then add the following in to the second u parameter of the carve sop: clamp((1-$T)+(detail("../foreach_begin1_metadata1/", "iteration", 0)/2), 0, 1) Should be good, providing your metadata node is named the same.
  7. Is this in a Wrangle? Has forcescale been declared anywhere?
  8. VDB Cloud

    On the top right of your viewport above where you select your camera, there is a drop-down menu. You can choose how all geometry is displayed. Set to "shaded bounding box". If you wan to control the display per-object, you could use a "bound" sop and set the blue display flag on, while keeping the purple render flag set to the original geo.
  9. Viewport xform Python expression

    Thanks @cosku, This is exactly what I was looking for. Cheers! WD
  10. Viewport xform Python expression

    Hi, I have created a geo node who's world transforms are matched to those of the current viewport, using the following Python. import toolutils viewer = toolutils.sceneViewer() viewport = viewer.curViewport() xform = viewport.viewTransform() obj = hou.node("/obj").createNode("geo") obj.setWorldTransform(xform) So far so good... Now I want to set these values with Python parameter expressions on the object so that the transforms are updated when the viewport is tumbled. The problem I'm facing is when I try to access the individual components of the xform matrix to set as the object parm I get "the Matrix4 object is not iterable"...??? Any ideas how I can dynamically link an objects transforms to those of the viewport? Thanks for any tips, WD
  11. Lots of balls!

    Nice balls, Rafael!
  12. Pre-Roll Pyro Sim

    Cache with an extra 25 frames (from F25 to F83) then timeshift the cache post sim. After your file node that reads the cache from disk, add a Timeshift with an expression in the Frame parameter set to $FF+25.
  13. Have you tried casting @ptnum and @numpt to floats before dividing? (float)@ptnum / (float)@numpt I think VEX will treat them as integers and not divide correctly otherwise.
  14. rbd strange behavior with flip fluid

    I would first check for interpenetrating geometry. MAybe try reducing the penetration threshold on the bullet solver. Are you by any chance using a drag dop in the glass simulation? I had something similar where the drag node caused my bullet sim to go haywire. You could also try whacking the substeps on the solver.