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Found 50 results

  1. Hello Hive Mind, Long time reader, first time poster.... I was wondering if anyone knows a pythonic way of creating a reference copy of a node? More or less the equivalent of hscript opcp -c. It's a little more complicated than a copy and iterate over parms, since certain parm types need different copy/reference methods. Thanks in advance!
  2. hello guys. I am new Houdini user. I got a question about copy to point. I can't find out a way to get each sphere scale from 0-1 when every time it generated in this case. I need some help to know about the concept to make it happen please. thanks. here is the file link: copy to point file
  3. Copy to points multiple geometry

    I have a points. And i have for example 3 object - sphere, cube and cylinder. And i want to copy this objects to points with random. CopyStamp and CopyToPoints have only one input for geometry. How to copy more then one object to points? I want to see random object in points. For example i have procedural animation of point and want to connect 5 car models to create traffic flow on road....
  4. Hi all, I'm building a crude crowd-like system using POPs and I'd like to copy my imported walkcycle on to the particles with a random timeoffset. The old method of copystamp with a timeoffset value on a timeshift node works - but it's really slow. I've been reading up on the for-each / compile block method but I'm unable to compile timeshift or file nodes. So my question is - is it possible to do it with a for-each/compile setup or am I stuck with the old copystamp method?
  5. Cant Find "Missing Point"?!

    I've been working on trying to simplify how I can make tear drop shapes (bombs, fuselages, etc). So I got most of it figured, until I stumbled on losing a point during the copy sop. Im always missing the last point from my ramp. Any help would be appreciated. I find myself fighting my brain over "value" and "pos" till the cows come home. HAA. TIA Bill odforceExport.hipnc
  6. Snake scales not following UV direction

    I am not very skilled in Houdini, but am trying to create a snake model with scales. I haven't completed the head or branch yet, but I am having a problem where the scales don't follow the UV directions of an object when the copy-stamp node is used. If any one can let me know what I did wrong, I would appreciate it. Thanks. Snake.hiplc
  7. Hello guys ! I need a little help. I have a curve and I am trying to get secondary curves around it. And finally to convert it to geometry with polywire. I don't want my curves to interpenetrate or to twist. I scatter points into a circle. I give an individual attribute to each point. I copy them to the points of the curve. I tried polyframe and vex code to keep the orientation of the points along the curve. I manage to get it but now I see that my secondary curves twist at some points. I think that I should use quaternion as orient before the copy but I don't know how to use it. For the moment, I've got this in my wrangle before the copy : v@N = v@N ; vector tangentu = v@tangentu; vector up = set(0,1,0); vector side = cross(tangentu, up) ; v@up = side; v@side = side ; v@N = tangentu ; // p@orient = set(@tangentu.x, @tangentu.y , @tangentu.z, radians(90) ); At the end, I will use a polywire (and I don't want them to twist around my main curve). Do you have some ideas of how I can do this ? I join the scene to explain. epe_copyWithRotationAlongCurve.hipnc
  8. Twistet Stripe / Tape

    Hey guys, I'm trying to create twisted stripes / tapes like on this picture. I'm a beginner and know how to create a stripe out of a curve, but how can I twist it in a certain area? Is there a way to make it procedural? Thank you very much
  9. Hi, I've setup a lot of materials with overrides and stuff for crowds in Material Stylesheets. I have several shots, so they are in separate Houdini files. Usually copying a node or other types of info between Houdini instances (for example you open 2 .hip files and copy from one to another) is great but it doesn't work with Material Stylesheets. I've added a Style Sheet Parameter and tried at least copy the Styles one by one but it doesn't work. Do I need to setup everything again in another file?! That's like an hour. Imagine having 10 shots... Any ideas? There has to be a way Edit#1: Amazing how often you post something and 1 minute later you come up with with a possible solution If anybody is interested - instead of adding a stylesheet parameter to an object you can create New Style Sheet at the top - and this one will let you view the code and save it (View JSON->Save). Then you can import than in another file. Strange you cannot do it in the Stylesheet Parameter added to an object. So it's not perfect - because once you import to the global StyleSheet you need to copy and paste inside the .hip file you're now in, to the object you want to have the stylesheet. Or as I can see you can go to the Imported Files section and reference it there. Well, there you go
  10. Copy Debris Mesh to Pop

    Hey guys, Does anyone knows how can I copy these debris into the Pop Simulation points? (Scene file is attached) copy.fragments.to.particles.v1a.hiplc
  11. Hello all, I'm having trouble recreating this image... I'v made a sphere have tried to slice it in vdb's but cannot figure out how to achieve the shape? If anyone could point me in the right direction it would be much appreciated! thanks,
  12. Create multiple FEM over time?

    Hey guys, I need to fill an object with some FEM spheres but: - I need the spheres to be a copy of the same FEM sphere; - I need it to be generated at the same place on every 10 frames or so (and fall due to gravity); Does it make sense? Here's the basic idea but with 1 sphere only, I'd like to keep generating them until the beaker is full File is attached Cheers, Alvaro beaker.v1a.hiplc
  13. FEM Copies (for Optimization)

    Hey guys, I have this scene with a lot of berries falling. If I select all of the berries and aply a FEM (shelf) at all of it, the action gets very slow and causes closer berries mesh to "fuse" one into another. The reason it gets slow/merge is the solidembed thing. It takes too long to make it for all the berries. My doubt: is there a way to make only one FEM berry and then make muliple copies of it, this way it doesn't have to tetrahedralize all of the berries? Thx, Alvaro
  14. Hi, I have some particles that I was trying to use instance to Copy lights on them. But I want to control their intensity base on random point/id numbers, so each particle will follow different intensity. I couldn't come up with a way to control the lights intensity for each individual particle separately. I came up with the idea of using copy stamping after my popnetwork node. but I need to use a way such as object merge, but unfortunately it doesn't support lights. I would like to know if there is anyway to import light in my nodes with something like Object merge. Any idea that how can I do that or how can I control each individual lights intensity based on random id/point number? Thanks
  15. Hi everyone, Here's a weird one: I am trying to use the crowdsource to copy a simple agent animation on a point sim. It is basically a swarm test. Now the problem is that when I try to render my agents they render as boxes. So far I have done a couple days of research but I didn't seem to be able to find a solution or anybody with my same issue. The simple answer that I gave to myself was "use the copy sop with some timewarp stamping for each point" but the copy sop gets too heavy to quickly. Does anybody have an idea of what am I doing wrong? I have attached a zip file with the hip and the fbx of the bee animation. Thanks for your help! bees_test.zip
  16. duplicate objects with vex

    VEX is relativly nu to me, even when I am familiar with mel and some other programming languages. So be Patient with me and dont make it to complicated At the moment I am creating a brickwall with a few for each Loops and I thought, hey those simple transformations can even be done in a wrangle. but all those point creation and create geometry with vex tutorials doesn't take into account when there is an incoming prim or box that should only be transformed - so i am more confused now. can somebody give me a short forloop example to move and duplicate a box, when the box is piped into the wrangle? thx deHeavy
  17. I Have stacks of plates and bowls that i made with a copy node on one original model of each type of plate or bowl rather than importing each model multiple times. I want each object to be able to fall and smash independently which i am struggling to work out. When i make the stack a RBD Glued Object it either all moves and smashes the exact same way like they are being read as one whole piece rather than individual plates/bowls or they move individually but the glue errors saying "making objects from different solvers mutual affectors" so they cant smash. Sorry if this is a basic question i am new to Houdini, any help would be greatly appreciated!
  18. Hey guys, Im creating some procedural Sawdust using the copy sop onto a point selection - i want to sim the objects then dropping onto the terrain for placement, but so far have had no success - tried changing collision modes in Bullet but think the main issue is its all connected as such? (have tried convex hull and per connected set of primitves with no luck etc) and cant think of a way using the skills i have to select every peice of geo individually and then make dynamic quickly without doing it manually (which with thousands of peices of geo is not a good idea) Any help or ideas would be great Thanks Chris
  19. Hey guys, Im creating some procedural Sawdust using the copy sop onto a point selection - i want to sim the objects then dropping onto the terrain for placement, but so far have had no success - tried changing collision modes in Bullet but think the main issue is its all connected as such? and cant think of a way using the skills i have to select every peice of geo individually and then make dynamic quickly without doing it manually (which with thousands of peices of geo is not a good idea) Any help or ideas would be great Thanks Chris
  20. Hi I am a new user of Houdini living in Korea. I want to give a vector blur in the direction of the dots. I tried to draw a pass and draw a vector blur in nuke, but the direction is straight. I tried it with normal and I tried it. Failed to resolve for a week. So I simply gave the vector blur to the sphere and it did not work. It seems to be a render problem and I do not know what the problem is. I upload two hip files. Why does the value of the copy node remain the same? Finally, how do you study vop? ... I know that it's related to arithmetic math. But it 's confusing and hard to see. Please help me.. vector_2.hip vector_1.hip
  21. Hi, I create a new project but have a new problem. use to source object its has not problem but when added the point on source objects its changing rotation. I hope, you can help me for ı can fix my files.
  22. Copy Sop + Look at

    Hey guys, I have a bunch of planes on a copy sop and I need all of them to be always "looking at" the camera. I found this topic at sidefx' forum showing how to make it at sop level (I know, at obj level it's quite easy ), but I couldn't make it work. This is what they did there: I actually don't know what to put at the "lookat_path". How can I put a path to another object, like a camera, in there? Thank's Alvaro
  23. Copy Stamping random

    Hi, I have a fractal patern on which I copy stamp multiple inputs geo from a switch I would like all the stacks to be different height and type but I can't figure how to do this using the copy stamp. Could someone point me in the right direction. Thanks example_od.hipnc
  24. Dynamically Modify Geometry

    I take a sphere and then apply the mountain SOP to this sphere. Then I add a Copy node which is fed a point cloud from a sphere, IsoOfset, and scatter combination. Below the Copy I place a NULL node. In this Null Node I can see the total number of packed Primitives. What I would like to do is to be able to modify the Frequency Parameter on the Mountain Sop for each of the Primitives that are being Copied so that each one of the Primitives has a unique shape. I need a variety of moon rock to blast out. Without modifying them, they all look the same. Any thoughts on how I can accomplish the ability to dynamically create rocks of various shapes. Thanks in advance.
  25. Hello How would I go about turning this into this? In order words, how would I rotate the hexagons so they fit properly? The hexagons in the first pick are copied into points that I put in the center of the second pic prims Alternatively, is it possible to control scale/rotate each prim individually in a normal geo? The effect I'm trying to achieve is creating a channel for each primitive in a CHOP network and then transforming them individually Thank you
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