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Found 4 results

  1. Hi, I'm starting learning houdini and really excited. I'm in still learning phase and searching ideas to do. So here is my problem. I have idea for connect two cables with a cable supported collision and simulation result. question 1: can i generate simulation result on parameter change. (i don't need whole simulation frames just need simulation result) question 2: i need generate cable(between two cables ) "according to grid collision" and "affected with gravity". so i'm newbie and just created with "add" sop and seems really bad. wires.hipnc file attached for review. I need advice and/or guidance. Thanks in advance. wires.hipnc
  2. 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
  3. Hey everyone, I currently have a plexus effect by blending a few tutorials together (tinytuts and Danil Krivochko). I'd like to take it a step further and create a persistent plexus effect where the connections at frame 1 remain throughout the simulation- never breaking or creating new connections. I have this code from the tinytus tutorial: if (ptnum % ratio == 0) { int myprim = addprim(0,"polyline"); int nearpts[] = nearpoints(0,P,maxdist,maxpts); for (int i = 0; i < len(nearpts); i++) { addvertex(0,myprim, ptnum); addvertex(0,myprim, nearpts[i]); } } It's creating primitives based on nearby points. So in order to get the persistent plexus look, I need to use maxdist and maxpts to create the look I want, but be able to keep max distance from influencing the connections after I get my initial look. I think I need to start by establishing a connection between points at frame 1, so they remember who they were connected to during the simulation. I might be able to do this by somehow storing nearpts[] data into each point with an attr? Or maybe I can create a new if statement that says in pseudocode that may or may not look like python: int nearpts[] = nearpoints(0,P,maxdist,maxpts); if frame == 1: create a list called initpts and store any points from nearpts[] into this new list else: pass Then change the for statement to say for each initpt in initpts: addvertex(0,myprim, ptnum); addvertex(0,myprim, initpt); Is there a way that I can utilize python to create this effect here? Another thought I had was to use a solver sop because I've seen that it can calculate what went on the frame before, but I'm really struggling with how to proceed with this direction. A nudge in the right direction would help me out a lot, thanks! Here's my file so far. od_persistantPlexus.hiplc
  4. Hey all, I'm trying to create a network effect(connecting scattered point on a grid together with there neighboring points ) and I'm wondering which method to use. I watched Nick nimble FXPHD video HOU206 Houdini FX TD Fundamentals. Pretty cool, I think I have some hints in one of his tutorial, where he use pointcloud to get the closest point attribute. But in is example he is just getting the second neighbor's attribute and I was wondering how I can loop ( probably using the for loop sop) through iteration of the pointcloud open to add line to multiple neighboring points instead of just one. Maybe I can do this using the findshortestpath sop, but I have no clue how I can achieve that. Any simple example of how I can use this node would be nice . Here what I have so far. I've been able to find the first closest neighbor ptnum. I'm searching the next step... Network_ClosestPoints_v001_dk.hip any help will be appreciate Thanks Doum
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