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H2O

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H2O last won the day on May 29 2015

H2O had the most liked content!

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About H2O

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    Peon

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    http://www.opus-fx.com

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  • Name
    Paul
  • Location
    Vancouver, BC
  1. linear ripple/wave decay

    Thanks Matt! Really helpfull indeed! Cheers,
  2. Houdini, Algorithms and Python

    Hi Manuel! I'm trying to achieve this since 1 week ahah! For now I have smothing a bit similar but not with a shelf interface (PyQt is to hard for me now). By the way, I tested your shelf with H15 on Mac and it works perfectly! Great job, thanks for sharing. Cheers, Paul ps: I'll be in Method Vancouver soon. Hope to see you there!
  3. Hi! In your first file, I just check "Center at Pivot" in your DopImport node (inside geo1). And it works fine for me... Not sure it's what you want but hope it's help. cheers
  4. Hi Manu, Hope you're fine since last year I started to work with an advection system really simple a few weeks ago. Take a look at it and tell me what you think! Cheers advection_method_02.hip
  5. Hi Here the solution for the "error" problem. In your Parameter Interface Editor, you have to uncheck the "Forbid Linking Parameters from Outside this Subnet". (look at the joined picture) cheers
  6. Yes it refers to object. Here is the expression from Houdini Help: The way I understand the $OBJ instead of "point_number" is that you just keep back only one value per object. In this case I used a primitive sphere to calculate the area (so I had only one value). But if you use a polygonal object to calulate the area you 'll have one value for each primitive (and then for each point). The point expression with $OBJ (in DOPs) will take only the value of point 0. I'm not sure to be really clear with this ahah! So tell me if you're understand
  7. Hi You can drive the bounce configuration of each RBD Object with a "point( )" expression who allows you to keep back a point attribut from SOP to DOP. So you can use the measure node to calculate the area of each object in SOP, then promote de result (primitive) to point and finally keep back this attribut in DOP. Maybe not the best way but it's a first one Here is your scene fixed with this method cheers custom bounce_fixed.hipnc
  8. Hi everyone, I work with huge so I'll try to explain this more efficiently. The mean is we need to drive the sop solver in DOP by point with a "start/stop" point attribute. Cheers,
  9. VEXpression Problem

    Greaaat!!! It works perfectly :D Thx a lot anim!
  10. Hi everyone, I have a big issue about exporting data from vexpression context. I used vexpression to set the velblend parameter in the "popadvectbyvolume" node. So I can advect particles differently along time. But I'm not sure what result number I have, so I want to export this value to check it out in the geometrie spreadsheet. I found this line in Houdini Help: export float @mytest = 0; So here is my code: #use a parameter to set the velblend velblend = @activate; #use a count to set the velblend differently when I want to if(@count >= 3) { velblend = 1/((@count/3)*5); } #want to export the final result to debug export float @velblend; My popnetwork works fine (my particles get different vel along time) and I don't have any error. But when I check the velblend attribut in spreadsheet, it stay to 0.0 So I tried different syntax like: export float @debug = velblend; export float @debug = @velblend; export float @parm_velblend; But each time I had an error : "velblend" is not a valid default for this prototype... I'm getting crazy right now!! If someone could have an idea, it could be great! Thx a lot. Cheers
  11. vel visualization

    Hi, Not sure to understand your question. Could you post a screen shot of it? Normaly, if you use a field force in dops, you can use the "maximum distance" to set the activation distance of the sop field plugged to it. It results that the vel will be impacted only between your line and a certain distance. Cheers,
  12. How to fracture elastic object??

    Hi, I think the better way to do that is to use FEM solver. Take a look at this video: (it talk about that at 40') Cheers,
  13. particle split - cell growth

    Hi guys, Little up for this topic. I made an effect like this and I don't know how to finish it properly. As you can see (in the hip file), I created cells with POP (simple split and velocity control) and I relaxed them after to have a better cell's position at the end. But I don't know how to randomize the split event to avoid this "beat feeling" (due to the modulo in split activation). Could someone have an idea about this? Cheers, POP_CELLS_V01.hip
  14. sorry guys for this missunderstanding. I wanted to do 25 and not 250, my bad (no offense dpap ) But that's not change anything. It was not a good solution for this effect! cheers
  15. Window Collision

    Just for info, Peon is the member's title here, not my name or my pseudo Cheers, Paul
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