Jump to content

doc

Members
  • Content count

    222
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

1 Neutral

About doc

  • Rank
    Initiate
  1. Hi, So I'm trying to figure out how to displace my sdf (rendered as an iso surface ) at render time. I've tried just moving P in a surface shader, that gave a a bump, but no displacement. So then I tried manipulating density with a cvex shader but that doesn't work at all (renders black). I've attached my test file, if anyone has any suggestions it would be greatly appreciated. Thanks test.hip
  2. Hi, Basically I want to have transforming (not deforming) collision objects in my bullet sim. I was wondering if anyone has ever done this before. I was thinking I could compute transformation matrices for each piece and stuff them into a point attribute on the packed primitive. Then maybe I could use those transformations in a sop solver to move thine inactive pieces. Has anyone done this before? Does anyone have a better suggestion for doing this? Regards, Doc
  3. Hi, I've finally got around to using pops in dops and I was hoping that collisions would take the particles pscale into account, but it appears it does not (see attached file). I would guess(and I'm probably wrong) that doing collisions with a implicit spheres would be fairly quick so I'm suprised it isn't rolled into the current implemtation. I just wanted to check in with odforce to see if there was a toggle I was missing or something. Maybe I should be using RBD point objects instead? Thanks
  4. exiting a python script

    I wasn't running it in a function, but I'll put it in one and it works like a charm. thanks
  5. exiting a python script

    I have a python script that I'm running in the python shell execfile("myscript.py") and I'd liked the script to stop running if a certain condition is met. If I was just writing a normal python script I'd do this: if foo>0 : sys.exit() but when running this in houdini it will attempt tp quit the whole file rather than just the script. Is there a way to exit the script and not the houdini session? thanks
  6. Alternative to Fuse SOP?

    I don't know if it's faster, but you can try using the facet.
  7. ah, using the pintoanimation and turning on deforming geometry seems do the trick
  8. I'm guessing the answer is no, but I thought I'd ask. In my RBD sims I'll animate my active value to have various pieces in the RBD sim come to life at specified frames (usually attribute controled with a point expression). I just tried to do the same thing with the wire solver, but it looks like it doesn't have SolverParms/ActiveValue data attached to it. Is there some sort of wire solver equivalent? thanks L
  9. Hi, having a little trouble in chops land. I basically want to max my channel, so if the highest value at any one time is 100 I want my whole channel set to 100. Anyone know how to do this? thanks
  10. sorry forgot the attachment please see this post:
  11. I'm having trouble manipulating fields (other than density) in my volume sop. I'm trying to use parameter vops to import/export values, but I seem to be doing something wrong. In the attached file, I'm trying to scale my vel.x field by a constant, but it seems to have not effect. I assume that I've done something wrong with my parameter vops, but I can't seem to figure out what it is. If anyone has any input I'd appreciate it. thanks doc volume_scale_velocity.hip
  12. I'm having trouble manipulating fields (other than density) in my volume sop. I'm trying to use parameter vops to import/export values, but I seem to be doing something wrong. In the attached file, I'm trying to scale my vel.x field by a constant, but it seems to have not effect. I assume that I've done something wrong with my parameter vops, but I can't seem to figure out what it is. If anyone has any input I'd appreciate it. thanks doc
  13. I did, but that didn't work, but setting it to unroll did do the trick. However there curve still behaved as if it was open when i skinned it in a later operation. To solve that problem I converted the curve to nurbs, sorted based on vertex order, removed all the geometry with an add sop and then reconstructed the curve with another add sop and set it to closed. worked like a charm
  14. Hi, Anybody know a way to procedurally close a poly curve? I can't use consolidate points on a facet because the points aren't close enough. I thought about about using an add to make a line that would join point 1 and $NPT-1 put that won't work because the point order of my curve is all over the place. Any ideas?
×