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Found 19 results

  1. Is there a way to dynamically add geometry to a vellum solver? I have a situation where I'm generating new patches of geometry every ten frames. The vellum solver is only solving for the first patch, but not picking up the rest. The newly created geo is showing up in the vellum configure node, but not the solver. Any ideas? Many thanks! -max
  2. Is there a way to dynamically add geometry to a vellum solver? I have a situation where I'm generating new patches of geometry every ten frames. The vellum solver is only solving for the first patch, but not picking up the rest. The newly created geo is showing up in the vellum configure node, but not the solver. Any ideas? Many thanks! -max
  3. How can I add a line? sample_test.hipnc
  4. does anyone know how the add primitive workflow is inside the attribueVOP?
  5. Hey guys, how can i go to add points in those yellow parts? i tried by having only the lines (wanted to take the corners) but they got a lot of points and resampling kill the shape, any ideas? tagging the master @f1480187 Cheers!
  6. I am still amazed at how quickly you can build complexity with Houdini. This scene has just a few nodes - sphere, spring, add, copy stamp, poly wire - and result looks rather good, even if I say so myself
  7. I'm attempting to create a polygon ribbons out of multiple streams of particles emitting from points moving around on a surface. I've been having a lot of trouble sectioning the streams into separate groups, so that I can use the add node to add polygons down the chain of particles. I'm not even sure if this is the best way to go about it. I'm using a popnet to create the points moving around the surface of a sphere, which I'm then plugging into another Popnet to emit the streams of particles. In the 'pop_trailsCreation' popnet, I have my emission type set to points. Does someone have a clue how I can create a polygon ribbon / tube moving down each separate stream of Particles? I've been trying to separate each stream based on the @id of each source_point, but I've had no luck in achieving that. Many thanks!!
  8. Hi guys. Quick question.. why is this not working as a position to create a point in an Add node? centroid(`opinputpath(".",0)`,D_X) same for Y and Z Cheers
  9. Hey guys, so I'm taking some geo - - deleting away everything but the boundary points - in order to then create an edge using the ADD sop - take this and create polygons inbetween Currently I cant get the winding order/connecting order of my points right on more complex shapes with holes inside as such, heres my hip file any ideas or suggestions would be great! Thanks, C HoudiniHelpAddSop.hip
  10. Hello Guys, I am wondering if anyone can help me get my head around a little problem. I have a subdivided mesh being generated with a for each loop, similar to the Entagma setup, with an ends sop set to unroll. I would like to select a point on said mesh then have each point draw a line to its subsequent neighbour, repeating this processes until the whole mesh is formed...creating a kind of growth effect. I would also like to add some randomness to the speed of the connection on a per point basis. Now I have tried to achieve this a few different ways but I just can't seem to pull this off. Any help will be greatly appreciated. Thanks, Clive Growing_lines_between_points.hipnc
  11. Hi, I have a question about popAdvectByVolume in popSim. There is a option parameters > update velocity and velocity blend. Instead of blend, I want to add two popAdvectByVolumes, but I have no idea how to use popVop as first picture shows As second picture, I tried to set first popAdvectByVolume as velocity update, and set second one as force update. I was thining two combined vels = vel + force But it's not working exactly. Does anyone have idea how to set up vopPop? thanks!
  12. Hello! I would like to know how you could control how your voronoi or fem will break. I used to watch videos by Sangiemenla, he explained how to use the "add" node to control where your solid would be fractured. But now I can't find his channel any more and I can't remember! I would also like to know if there is a similar way for FEM network, to set where the solid object will break. Thank you! Antonin
  13. Hi everyone, Im trying to add custom big wave to Ocean and Dop network. For polygons everything works fine, but for other fields like surface and vel its now working and of course dop isnt working well, i dont know how to add it or how to deform other field like polygons. Here is the scene: custom_big_wave01.hip
  14. Hi everyone! trying to figure out how to adding tetra during FEM sim, i got a FEM/SOP solvers plugged into multiple solver, no prob to delete tets, but can't add to the sim... the doc says " You can change attributes and even topology (adding and removing tetrahedrons) of the object’s Geometry data using a SOP solver. The Finite element solver can cope with the simulated geometry changing between steps. " here is a basic file, if somebody can help me it would be great!! thanks by advance Best FEM_ADD_TETS.hip
  15. Hey all, This is my first week in houdini and I've hit a snag. I want to test out moving a static object through some pyro smoke that has an initial state to see how the smoke interacts with the object. I'd like to make iterations on that object (change the size, shape, etc) but whenever I update the geometry, the geo in the pyro_sim node isn't updated. I've followed this tutorial for RBD objects (https://www.youtube.com/watch?v=ruqn0_ec2UQ) but I can't seem to translate these concepts into the pyro solver. Any thoughts? Thanks!
  16. Hi there! It might be a super easy thing what I'm asking, but I can't find the solution. So a I scattered a lot of points on to a geo, and I want to generate lines between the points, but only if the distance between those n number of points lower than x. I tried write it in wex based on the help, but I couldnt get to work. It might be super easy, just I'm over complicate it. Help would be very much appreciated. Thanks!
  17. Hello, I am struggling with adding all deep render properties inside a mantra node with python. To do so manually via interface is quite simple, I go to node - edit render properties - filter *deep* - add them all. However I am modifying mantra nodes with python and it would be great if I could do the same thing automatically. So far it seems rather tedious - I need to create all ParmTemplates, match their signatures and append to a FolderParmTemplate and set this to the node. Another thing worrying me is menu parameters - I do not need to create interface with menus, can I only set the desired value? Is it equivalent to creating a string parameter and setting it's value to menu item's name (not label)? Thanks, Juraj
  18. Hi everyone! First post so if this is not the correct forum, I apologize in advance -- I'm relatively new to Houdini. I have a large set of points imported into Houdini and I want to connect the points sequentially with using point ID. However, I also only want that connection to happen if the distance between two sequential points is smaller than a set distance. The add SOP gives me the sequential connection when I use the Polygon tab By Group but I'm having trouble excluding the sequential points whose distance is greater than the amount I want. I don't know if there's a way to either form groups first with my distance criteria, or delete the long edges after the add SOP? Thanks in advance! Help or general pointing the in right direction will be greatly appreciated! J (I've included a diagram of what I have vs. what I'm trying to do)
  19. Hello people! I came across a thing I still cannot figure out why it happens. If we perform an ADD operation using VEX of an image, and the original image in pixel (483, 26) for instance has a red value of 0.7529 and the other input we add this to is a turbulence noise which has a red value at position (483, 26) of 0.000, when they are added together it just outputs 0.0000 for the red value at the same position pixel! Why does that happen? See the image I attach, I create a gradient, I add the noise on top of it and it just eats all the area of the gradient in where the noise is 0, and it just adds these areas where there is noise to the value of the gradient at the point where there is noise. For a better understanding see the image I attach please. I am so bad at describing. Do you know why it doesn't work when adding noise? It's Original Perlin Noise so the values generated are between 1 and 0, we have no negatives floats. I am confused. Thanks a lot for reading.
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