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Found 8 results

  1. Hi everyone. Does anybody know how to use surface field in voppop or some dopvop to find the distance between my particles and surface. I want to make a force wind that depends on distance between surface and particles, so the farther point from the surface, the stronger the force of the wind. And the surface has really big waves for example, thats why i cant use just P.y for power of force for flat surface. Hope I explained it clearly)
  2. Hello, I'm happy to share with you the script plugin XPopMenu ! Initially developed on Softimage by Reinhard Claus, XPopMenu is a popup menu that you can associate to a hotkey to get under the hand a quick and easy customizable set of tools. you can layout your menu using simple method like "addItem", "addTitleItem", "addSeparator" and "addSubMenu" If you want you can add icon for each action item (icons collection come from axialis.com with some custom from Reinhard Claus) As concrete example, I've joined two bonus tools : one to get distance and an other to get angle. Quick demo : I Hope you like it ! Cheers XPopMenu.zip
  3. Hey guys, I have a mocap data where I pluged scatter points on the player and calculated the ones on the floor for each step, what I need to do is an FX of the jump, only when the player jumps display trails or particles, any suggestions? ! Thanks!
  4. 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!
  5. Hello, I want to change the color of particles according to their distance to each other via "pop wrangle". This is my approach but its not working as expected. Unfortunately i have no errors or something like that so I cant get any further. If somebody has a hint for me it would be much appreciated. kind regards Jon vector pos; vector col; float maxdist = ch("distance"); v@Cd = set(0,0,0); int handle = pcopen(0,"P",@P,ch("searchDist"),chi("maxPoints")); while ( pciterate(handle) ){ pcimport(handle,"P",pos); pcimport(handle,"Cd",col); if( distance(@P,pos)< maxdist) { col = set(1,0,0); } } colorParticlesAccordingToDistance.hipnc
  6. Hello ^^ I always tweaking my vase scene with crowd but I have a real big problem: I don't understand why my vase reacts beforce my agents touch it :/ I don't really how to change the dynamic/bullet parameter in Crowd nodes tree :/ Please help me I'm kind of lost :/
  7. Hi, I know point clouds can be used to blend/average attributes within the radius of each point. Is there a way to do the same where it only does this if: 1. A point is connected to the same surface as the current point. and 2. A point is within X units distance on the surface from the current point. Not point to point straight line distance, but the shortest surface distance between 2 points on the surface. I am not sure if there is a proper name for this. Not the best pic but something that looks like this: As you can see the length of the shortest path that lie on the surface. The surface can be polygons or NURBS. This can't be faked with neighbour functions as edges are too coarse. Can this be done using point clouds? If not, VEX? If not, then any other solutions in Houdini? It's gonna be a per point operation though just like VEX/VOPs. Thanks
  8. I am trying to access the data in a VDB sdf volume container that I use as a 3rd input in my node. I managed to install the openvdb headers and everything seems to compile just fine. All I'd like to do is basically access the distance and gradient values in the vdb sdf, given a world space position. I found this beautiful method which seems to address the gradient question... UT_Vector3 GEO_PrimVDB::getGradient ( const UT_Vector3 & pos ) const And this is the code snippet I am using: GU_Detail *sdfInput = new GU_Detail; duplicateSource(2, context,sdfInput); GU_PrimVDB myVDB(sdfInput,0); UT_Vector3 samplepos(1.0,0.0,0.0); UT_Vector3 gradient; gradient=myVDB.getGradient(samplepos); // <--- CRASH [/CODE] ... but when I try to use it , Houdini crashes (it crashes only on the line where I use getGradient method, it doesn't crash when I define *myVDB) I couldn't find the method to access the distance value by the way. I am pretty sure I am doing something terribly wrong cause of my limited c++ knowledge Can someone help me to correct the above code snippet and add the method to access the 'distance' data ?