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Found 37 results

  1. flip reseed group new particles

    Hi all, I was wondering if there is a simple way to group newly seeded particles during a flip sim. The reason I would like this option is that I have a sim where I'm not meshing the particles but rendering them directly and the seeded particles pop into existence in an unpleasing way, so I was hoping to somehow scale them up gradually over a few frames. Thanks in advance
  2. In older versions of Houdini I could add a point to a group's selection. Has that changed in H16 because I can't seem to get it to happen? Any advice would be appreciated. Thank you David
  3. Hey guys i have an group of edges , i want to make another group and add just one of those edge from first group to it . is there any trick for doing this ? thanks
  4. Houdini User Group on Steam

    If you're on Steam, join the Houdini User Steam Group here: http://steamcommunity.com/groups/houdiniusersgroup
  5. Squashy effect

    Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  6. Facet SOP ignores group selection

    Hi, i wanted to use the Facet SOP on a certain selection of points. The node network looks like this: The group parameters are as follows and select four points. The Facet SOP parameter are as follows: Every option I select in the Facet SOP (e.g. Make Planar) effects all points and not only the selected points. Has anyone an idea why ? Thanks in advance
  7. Hi I can successfully group unshared edges to get the boundary edges of a flat grid. However, how might I procedurally remove the very inside enclosed hole edges (such as the three holes in the attached image), and only have the very outside perimeter remain in the group? Any advice appreciated
  8. Hello, I'm looking for the best way to prevent an attribute from changing once it has reached a certain value. I'll have other benefits from this, but for now it's to control the "active" state of some points via an animated object. I'm setting a group of point with a bounding sphere grouping, then I wrangle i@active = 1 for that group. but, obviously, when a point is back out of the sphere, it's out of the group and gets a @active = 0 again. I'm wondering if it's doable in VEX (if active becomes 1 then never change again) or if there's other tricks to do that. here is a simple hip file where I move the points up when they are in group1, so for this exemple, I would like the point to never come back down if they get moved. Thank you! I've seen a way to do that in a particle tutorial, where the colours get changed and is then prevent from changing back when outside a box, but I just can't remember, and can't get my hand on that video again : / OD-F_keepattrib.hipnc
  9. So, i tried something from scratch for the first time, albeit very simple... almost there! That being said i did got stuck up... 1. SOFT SELECTION GROUP: i am trying to apply some animation to a bunch of lines through a pointvop. i want the animation to be limited to all the points but the ones at the ends of the lines, i create a group of those points... it works,- but could be better if i could make the animation blend to the static points at the end. 2. FADING TRAILS: At the end i added a bunch of trails with some lag and or jiggle. i am coloring them with the width attribute through an 'attribute create' node. Is there a way to make each trails less opaque than the previous. (if this can't do the job, any other tips?) 3. NOOB VOP NETWORK CRITIQUE: I am pretty sure my vop network is far from efficient, i would appreciate if anyone has some tips to make it more logical/ efficient. I hope i was able to explain myself. (i have attached a screenshot for reference) d.
  10. By default, when selecting components or make groups, houdini shows those selections as "light cyan" color... but the background of the viewport is almost the same color.. bright cyan. Sometimes dificult to distinguish. I want to change the default selection color to another one(green or orange), but not stablishing them in Group and attributes window. ¿¿Where is the menu or option in preferences to change this parameter?? Thanks in advance.
  11. Can I get a group from PolyCap?

    Is there a way to define a group of primitives based off the faces created by PolyCap?
  12. Hi, a concrete slab ( box with size 3, 0.2, 1.5) after a voronoi fracture, I'm with prim groups: piece0 piece1 piece2 ... I'd like to select a few of them (pieces at the border of the slab) I know how to do it manually in the viewport / component groups / enable group selection or press 9 but how can I use this in a procedural way ? Like in a group node, with a bounding box ? It will only group the primitives, is there a way to extend the selection to connected geo ? must be possible..
  13. Custom Group SOP in VEX

    Hi guys, here are the files I used for the last Vancouver Houdini User Group in case anyone wants to take a look. My presentation was about writing the Group SOP in VEX and trying to optimize it. I wrote everything in a wrangle, and it works great as a preset in a point/prim wrangle. I also made a Digital Asset, although it's not a VEX operator because I couldn't figure out how to make it work purely in VEX because I need to use the group bindings from the Wrangle and I'm not sure how to implement that in VEX. Anyways, the OTL is just the wrangle with the parameters promoted. In the presentation file you can take a look at the speed tests of the Group VEX vs the Group SOP. The difference in performance is pretty similar if you have a few points/prims, but once you go above 1 million the performance difference really starts to kick in. The Group VEX becomes exponentially faster than the Group SOP the more points you have. The difference can really be seen when you group by object and when you group by volume. I also made those 2 modes work with primitives. Here are the files in case anyone wants to take a look at the code. Feedback is greatly appreciated! group_vex_jeronimo_maggi.hipnc vhug_presentation_jeronimo_maggi.hipnc group_vex_jm.hdanc custom_group_sop.vfl
  14. I have primitive groups set up in SOP level, something simple like a box with a voronoi fracture applied with the inside and outside primitive groups. How can I access this primitive group in shop context? I am trying to compare whether or not a shading point belongs to a specified group so I can create a mask. I can create a attribute at sop level to store the group information on the points and that works, but I want to do this in the shop context because the geometry will be heavily subdivided and displaced and I need the accuracy. Any thoughts?
  15. Hi guys, a friend was asking if he had some moving points and for example there's a group by bounding box, so some points enter the group for a few frames. Is there a way to delete those points from the entire sequence? I was wondering the same thing myself, so I gave it a go using a SOP Solver. Check out the example file. delete_red.hipnc
  16. POP Group Center

    Hey guys, Hopefully this is a quick one. I was wondering how I could find the average position of a group of particles (and store the position as an attribute on the particles in that group)? Say I have two groups, A and B, and I want to find the average position of the particles in group A and create a force on the particles in group B to go towards that point (center of A), and at the same time have all the particles in group A move towards center of B. POP Group A -> Center of POP Group B POP Group B -> Center of POP Group A Thanks
  17. Hi all, Consider you have a line made from 2 points. You subdivide the line to give you a new point in the middle, how can you add this new point to its own group? As a bonus, how could you group the resulting geo of any SOP?
  18. RBD make breakable question

    Hi, I'm struggling :/ I got a tall box (a building) I'm voronoi fracturing it. I got on big chunk at the top and many smaller at the bottom. I got a glue constraint network with some link deleted, so they can fall on the ground. Now I'd like the big chunk to be breakable so it can fracture when hitting the ground. So I use make breakable shelf tool and I would like to apply it to the big chunk only. There is a group field at the yop of the "voronoi fracture configure object", but I just can't manage to select the big chunk only. I should mention that I'm importing the fractured box as packed rbd. If I don't I have access to pieces in that group field, but with packed option, no more. There's a s@name attribut, but I can manage to use it :/ I'll make a hip file soon, but in the mean time, if someone knows where is my mistake or a solution...
  19. Hi, I have a problem which I don't know how to solve. In short I have a geometry objects which are grouped in few different groups. My objective is to use PRIMITIVE SOP after grouping the primitives, but I would like the groups to act as though each of them is a primitive. In the attached example, the pink group is group_01, the rest is group_02 and if I apply PRIMITIVE SOP to it and do some translations, I would like to move the grouped primitives together. Any ideas on how to solve this problem? Like this
  20. Ok, I have many objects separated into point groups by unique suffixes. I'd like to split the suffix integer value from the array of group names. Then assign that integer to a custom attribute. I'm terrible at VEX so any suggestions would be greatly appreciated.
  21. hey, i have a geometry that i am fracturing with voronoi. i need to separate these pieces into active and passive pieces. instead of selecting them by name, i would like to select all the pieces within a bounding box/sphere. i thought about using a group sop and selecting by bbox, but this selects points or primitives, and not my piece* groups from voronoi. any ideas? thank you so much!
  22. Hello guys!! I just discovered today that I do not have certain nodes in houdini that houdini has had since houdini 11. I have tutorial files from cmivfx and I looked at the created time for the node and it was 2011, whatever version of houdini that was. I'm using houdini 14 and it doesn't have the nodes: add point to group create point group point in group I am installing daily builds! What is going on?? Someone please help. Thanks!
  23. I am trying to create a primitive group with using a syntax something like this; n = hou.node('/obj/geo1/grid1') g = n.geometry() p = g.createPrimGroup("myGroup") I get an error when I do the last line. What is the way to create primitive or point groups with python, if I just want that group to have all the prims/points in that geometry? Thank you for the help, Alican Görgeç
  24. Montreal Houdini User Group

    Hey everyone, I am about to move to Montreal for work and I was wondering if there's a Montreal Houdini User Group up in Montreal. If so, it'd be awesome to meet up and share ideas and knowledge and whatnot
  25. hey guys how can I specify a sop group instead just a sop, inside a Sop Path from a RBD Object node? Thanks
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