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Everything posted by rich_lord

  1. I think there's too many different types of tasks to have one coloring scheme that works well for everything. Usually, I use colours to group nodes that do similar tasks, or mark nodes that contain important parameters. The only standard color I use is green for inputs and outputs.
  2. Nice one. There's a lot going on for such a short video!
  3. Thanks Juraj!
  4. Hello. I have two points. Each point has the same direction normal. I'd like to find out which of the two points is in front of the other, based on that direction normal. Is there a simple way to calculate this? This is a 2D problem. Y is always 0 for both points, and the direction normal is always flat along the XZ plane.
  5. Also, If you are trying to learn this stuff in general, I've got a thread about it over here.
  6. Spring constraint networks are amazing and ace. Here's an example of how they work. There's a hip file in videos description.
  7. In a sop solver, you get an impacts node. Each point in there depicts one impact in your sim. There's also data on that point which will tell you who collided with what. I don't remember the name of the point attribute that corresponds to who impacted with who, but it's there. I think it is called objid and otherobjid. I'd take a look but I'm not near my computer. that should get you started. I can make an example hip for you later if it's still opaque. This stuff is a bit tricky and hidden.
  8. Hello. I'm modelling more and more in Houdini, but there's still a couple of things that I need to make it fast. Say I have a certain number of points selected, when I use the snap tool, the relative difference between the points is retained. That's great for many things. Often though, I want to snap to a point, and have every point snap individually. So, if I snapped a bunch of points in the Y direction to another point, all the points would end up with an equal Y value, regardless of their initial spacing. I know there are ways to do this, but they are all multiple steps, for example, grouping, or setting the y value with a wrangle. These methods are too slow for an operation I need to do many times a minute. Here's a picture to hopefully illustrate what I mean. I want to quickly set the selected points to the same y value. In other packages, i'd do this by snapping them all to a point with ignore component spacing turned on.
  9. Thats a neat trick Houdini7. Its pretty quick for axis alligned snapping. If I have something that is off axis that i'd like to strighten out, its a bit more of a pain. You can repeat your trick by using orientation picking to rotate the handle. It works, its just a lot of clicking and fiddling about. In general, I use orientation picking alot when im modelling, and Houdini's is a bit hidden away, and not very streamlined. But that has helped me a bunch for the time being. Thanks for that Houdini7!
  10. Thanks Marty, I sent in an RFE.
  11. Oh the shame, I realized I was importing a velocity field, which didn't exist, and then scaling my sim down to 0. Sorry! I fell foul of posting, and then solving the problem immediately..... Looks like this now. A much better starting point.
  12. I've finally decided to start learning pyro stuff and am following Steve Knipping's Applied Houdini Course on CG Circuit. However, I'm not getting close to the same results he is, even when I copy his settings exactly. I was wondering if there have been any changes to the pyro stuff between the tutorials being made and now. I'm using H16 indie. The tutorialis in H15 I think... Here's an example. I am sourcing the pig head in as density and temperature. All the pyro settings are default in both his and my scenes. Yet I get no lift and no interesting shapes in my sim, whereas his is out of the box nice looking. If I crank buoyancy up to try to get a similar lift, I don't get any interesting shapes, even though our fluid source is exactly the same. Help! dynamics_04_att01.hiplc
  13. Super nice yglemarec! Thanks for sharing!
  14. Not 100% sure what you want, but I rebuilt your scene using constraint networks and packed prims. Now there is one spring network which follows the points, and another that attaches them to each other. I find Apply Relationships tricky to use, so I don't use it. If you go inside the anim_points node, there are two red nodes inside. In them are the strength, and the damping controls for the two spring systems. The yellow lines are the constraints. constraints.hiplc
  15. I dont know how to do it per shader, but there is global SSS samples on the mantra node.
  16. I think you can use the opname expression for this. As you want it in a string, you need to put the expression in back ticks. For example this will give you the name if the node you are currently inside 'opname("..")'
  17. Ok, I finally noticed the disp input right at the bottom of the shader. Sorry!
  18. The new principled shader can take texture maps to define bump and displacement. However, I want to drive these inputs with 3d textures. I know I can crack open the shader and add them this way, but I really hate that workflow. Is there a way to achieve this without diving into the shader?
  19. Yes! Thank you Noobini, I totally missed that option.
  20. Is there a simple way to convert an edge group into a poly line? For instance, the edge groups generated by the new boolean SOP?
  21. H16 has some new features related to this. I haven't tried it myself, but there's a webinar about refraction, dispersion and nested dialectics here which should get you on the right track.
  22. That makes sense! Even after using Houdini for a fair bit, stuff like this trips me up all the time.
  23. I agree. I thought sidefx were in the process of getting vex attributes to work in all channels. The transform node would be a very useful place for them!
  24. Hello. I assume you are just experimenting, but you do not need copy stamp or for each node for this task. If the points on the line have a pscale attribute on them, the copy to points node will automatically use that to determine the scale of the copy. As for the transform node not picking up geometry attributes, I've also had this problem. I'm not sure what the rule is as to when I can just reference attributes in channels and when I can't. When it doesn't work, you can always use a point expression to acess the attribute. I.e point("../foreach_begin1", 0, "scaler", 0) That will pull the point attribute scale off of point number 0 from the node foreach_begin1. I hope to see the regular @ notation working across all nodes soon!
  25. Shouldn't the seed attribute be inside quotes in the expression? Like this: stamp("../copy1", "seed", 0) I've not tested this, I'm not near houdini, but that's how I always do it.