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Found 16 results

  1. I think this is prolly an easy answer and I know I should know this. I have a pop net and I have to points enter a group based on the age, and once they are in that group a pop force takes over. but as of now they kinda pop as soon as that force takes over. is there a way to ramp into that group rather than it being an on or off so there is a smooth transaction into the pop force. Thanks for your suggestions in advance!! Rob
  2. Even Number Delete

    Hi, I have a list of groups that was generated by a copy SOP. The listed was created as follows: pointgroup_0_2, pointgroup_0_3, pointgroup_0_4, and so on. How do I delete only the even number groups? Please help. Advanced thanks!
  3. 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.
  4. Hi! Can't figure out how to assign attribute to different group parts that boolean made. I have a cylinder with some cylinders rotated and transformed like a tree branches. They intersect with main cylinder. After subtracting them from main cylinder "trunk", there are abseams edge group created. How to assign attribute for each loop(I mean all loops has one attribute but with different values for each loop - 1, 2, 3...etc)? Or how can i create separate group for each loop? This is for purpose to scale/transform them from center of loop in foreach, to affect them all at the same time.
  5. 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.
  6. Hi, need some help. After using duplicate node. I marked "Create Output Groups" for the copies as: zone$CY Now I have some groups inside primitives spreadsheet named group:zone1 | group:zone2 | group:zone3..etc, with values 0 or 1. I need to create a new intenger attribute named "zone" only with the number of the zone, and then finally delete the groups. all this with attribute wrangle. Thanks in advance.
  7. Group Attribute

    Looking at the Geometry Spreadsheet. A Group SOP creates an attribute like "group:foo": I can easily access that group "attribute" in a Wrangle like so: i@myvalue = @group_foo; QUESTION: How do I access that group attribute on parameters that requires an attribute name? For example, in a Color SOP's Random from Attribute: Or on a Delete SOP's Filter Expression: Although I know that I could just type the group name on the group field. I'm just curious if there's a way to access the Groups data as "Attributes". Particularly, I'm asking because I want to access Groups as an "Attribute" in the Enable Solver DOP without actually creating an actual attribute to represent the group: Hopefully I'm just missing or forgetting the proper syntax.. P.S. The Enable Solver could use an option where it can check for existing groups. I'll probably send an RFE
  8. 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..
  9. Hey all, Im about to make a RBD emitter for some typography. I'd Like to know if there is a way to reference the number of a nodes name (e.g. blast1, blast2, blast3) within an expression (something like @textindex=@blastNUMBER??) to save me manually typing which group I would like to isolate? Cheers Jim
  10. Per prim extrude

    Hi all, Ok, so this is slightly embarrassing but I can't figure out how to do a 'per primitive' extrude on a surface. Basically, I have a grid that I'm turning into hexagons, and I'd like to extrude/inset each primitive or 'cell' individually... Is there an obvious option I'm missing here? I am assuming there is an expression I can drop into the group sop to achieve this? Unfortunately my expression knowledge is limited & I'm not sure I'm trawling the help for the correct terms! :/ Thanks in advance for any help or suggestions! extrude_example.hip
  11. Hello, I encountered problem when I tried to dynamically change groups for cloth constraints. I've tried SBD Pin Constraint to attach cloth to animated geometry. As goal object I used geometry with same topology but animated one. When I am not changing pin group it works fine, but I need to change constraints during simulation. But then it goes funky, it seems as it cannot correctly assign constrained point to goal point. Next thing I tried was to use Cloth Attach Constraint node which works almost fine, but during updating pin group points slide over goal object. Could you check attached file? I am not sure what I am doing wrong. Basically what I want to do is to attach points of cloth to animated geometry and then release it. Is there some other way to achieve that? Thanks, Juraj jt_update_groups.hipnc
  12. I have a character that I want to use in a crowd setup. This should be simple, but how do I apply different materials (head, shirt and trousers) to the coresponding name groups (or name attributes) that I created before the agent bake process, with style sheets in houdini 15? I could not find much in the docs about this. Any help would be welcome.
  13. I have a part with many primitive groups and it would be good to be able to visualise the groups in the viewport instead of having to manually find what refers to what by stumbling around with the delete sop. Any ideas? Ok so there's a way of doing this by using the select tool and choosing groups in the context menu above, a list then appears to the right and everything is color coded.
  14. Hi, I have a question regarding using alembic format to export an animated l-system to maya. I was able to succesfully export my l-system (which is a flower) to maya, however i was wondering how would i perserve groups from houdini. Since when i export it to maya the l-system has no materials and is exported out as a single mesh AND applying materials to the leaves, stem, blossom would be very tedious face by face. What is the best way to approach this ? I have a deadline coming up very soon and ANY help would be really, kindly greatly appreciated !!! Kind Regards, Vaco
  15. Set correct group class

    Hi. I got node. DA with two group parameters. Two group class menus, one for each group parameter. There are two classes to pick: - points - primitives When I change selection type in viewport (points=>primis or vice-versa) I would like to have correct class set on my node. Q1. How to do that? Q2. Can I extract some data from for example selector to see what was picked up? Thanks.
  16. Hi all, I'm a creative C++ coder playing with Houdini - pretty beginner but with some understanding of what's going on. I've cached a flip simulation as BGEO sequence, and I'm having trouble adding custom attributes to the points which are dependent on initial position of the point in respect to the initial shape. E.g. let's say I want to melt a teapot, and I want to to use different triangulation parameters for the body and the spout. I.e. I want to mark the spout as "bodypart"==1 and the body as "bodypart"==2 and create groups based on that. This I know how to do: 1. Load the teapot in a geo node. 2. Cookie the spout with a simple shape hilighting the spout area, do points from volume, attribcreate and assign 1 for bodypart 3. repeat for other parts etc. 4. create a flip fluid out of these points and solve it 5. cache the resulting simulation as a BGEO sequence 6. load the BGEO seq, and all of my points still have the custom attributes, and I can use those for meshing and various other visualisations. This works perfectly and does exactly what I need. However problem with this, is if I decide to add/change body parts, I need to re-run the flip solver which makes no sense since the bodypart attrib has no effect on the simulation. Doing this attrib create before the flipsolver makes sense for things like color and viscosity, but it doesn't make sense for attributes which don't affect the sim I think. what I would like to do is: 1. Load a mesh and select different parts of that mesh and assign only attributes which are essential to the flip solver (e.g. Cd, viscosity etc). 2. create a flip fluid out of these points and solve it 3. cache the resulting simulation as a BGEO sequence containing only attributes which are essential to the flip solver 4. load the BGEO seq, and assign new attributes, which I will use for meshing and various other visualisations. If I use the same method (i.e. volume intersections) on the BGEO sequence, it understandably applies the volume intersection every frame, and so the attributes are re-applied every frame to the points inside the volume, and don't move with the points. What I really need is something like "at frame 1, do the cookie and attrib creation, and then maintain those attributes throughout the BGEO sequence" but I can't figure out how to do that in Houdini. Any tips welcome! P.S. I have 'reduce' set to off in my flip solver.
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