Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by pbarua

  1. Please head to SESI forum for detailed info. https://www.sidefx.com/forum/topic/48620
  2. https://vimeo.com/185232153 Implemented in VEX. Appreciate your feedback and I'll try to address that next weekend.
  3. Algorithm is explained in this paper: http://algorithmicbotany.org/papers/venation.sig2005.pdf
  4. Did you install server version? If you installed desktop version then check your runlevel. To get gui it must be set to 5.
  5. You must remember while creating custom plugin that your C++ source file must have a .C extension. Source file location doesn't matter. You can compile it from anywhere but make sure you have full permission to that location. When you compile .C file, it gets saved in ~/houdiniXX.Y/dso folder with a .so extension. If you have single source file then "hcustom" can be used to compile otherwise "Makefiles". If .h file is written in VEX(similiar to C/C++) then there are two ways to read it: - #include "test.h" if it's in your $HIP directory - #include <test.h> if it's on $HOUDINI_PATH You can also set HOUDINI_VEX_PATH in your .env file.
  6. Yes, you can zip it before upload. Just a temporary workout.
  7. You can use "POP Interact" by linking pscale to Core Radius.
  8. You can also write voronoi fracture pieces to disk. If you want, I can modify it as well.
  9. Didn't try but there is something: http://www.sidefx.com/docs/houdini14.0/hom/abc_extensions
  10. ophide only show hidden OPs. It can't show the OPs which are discontinued(removed) from Houdini.
  11. I created a tool for faster instancing. Most of the tool is written in VEX. It can instance live node from network and file from disk. It's ultra fast compare to copy SOP. You will notice huge difference on more 100,000 points. File attached. Check and let me know if you have any difficulty. copy_instancing.hipnc pbInstance.hda.tar.gz
  12. Are you using ID for trialling?
  13. $OBJID returns dopobject's(all the dops under Objects tab menu) ID. POPOBJECT is a single dop so you will get OBJID based on number of object in dop network in order from left to right. You can't get number of points using $OBJID.
  14. To resume sim, you can save checkpoint files (in .sim format) with some interval.
  15. You can use cusp attribute for sourcing mist.
  16. Use PointReplicate SOP or Wedge ROP.
  17. File attached....... Part_Test.hipnc
  18. Alternatively you can also create "emit" attribute to use as "Emit From Attribute".
  19. Create a "emit" group with following code in POPGroup: if(@nage > 0.4 && @nage < 0.8) ingroup = 1; Then use that group in POP Replicate.
  20. Yes it can be done easily. Can you post your file? So I can give you better solution.
  21. It is still there.
  22. I mean to say use collider geo as source of force.
  23. I would prefer to use those as force rather than collision object.
  24. It should be written as: if(ch("../bend/ctrl_bend")<=0, 2, 2+ch("../bend/ctrl_bend"))