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Found 8 results

1. ## make primitives glow

Hello!! I am working in a triangulated sphere and I want to make the different triangles glow with different idensity according to their primitive attributes. Any ideas? thanks!
2. ## get the average of a list of attributes in Houdini

Hi there! I really need some help because I am new in Houdini! I am working in a triangulated icosahedron. I have a list of neighboring triangles and attributes stored in each of the icosahedron primitives. I want to get the average of those attributes per neighborhood and then I want to invent a formula in order to make them more equal. - if the attribute of one triangle is really high and its neighbors really low, then I want some % of the attribute from the higher triangle to transfer to that of the lower-. thanks neighbors multiple values.hipnc
3. ## Pack Primitives and Groups

Hey Everyone! So the issue is... I am using Voronoi to fracture an object. The inside and outside faces are in two groups named 'inside' and 'outside'. I'm using the 'assemble' node to pack the primitives however, doing this, it looses the 'inside' and 'outside' groups which I need to use later on. Is there a way to use the assemble node and keep the groups? Any advice is massively appreciated! Thanks All!
4. ## Deleting Pieces of Geometry Vex

Hey!!! I am trying to add smoke to a shattered statue simulation. The falling pieces will emit smoke. I want the geometry to be deleted until the pieces reaches a certain velocity (if (@v.y < ch('threshold'));) , so that the emitter geo wont appear until the geometry is actually moving. That will keep smoke from emitting while the statue isn't falling apart. Finally, I need the geometry to be deleted when it is about to hit the ground, so I guess delete by Y position. I am trying to do this in an attribute wrangle. All the pieces have their own name attribute, piece1, piece2, etc. Here is my logic so far, I just don't know how to right it in vex: if (@v.y < ch('thresholdvelocity')) or (@p.y < ch('thresholdposition') then delete that whole piece. Any help would be appreciated. I am new to vex and I am trying to learn these things on my own, but sometimes I need help : ) Thanks edit: I can't add my original scene, but I made a sample scene. delete_geo.hipnc
5. ## Can't attach geometry to primitve

I'm trying to add this geometry to the primitives of an object, in this instance a cube. I'm quite lost and have no idea how to continue, any suggestions? Also, is there a way to have a rectangle spawn from the corners of the grid towards the center, whilst following the height of the surface? VFX1.hipnc
6. ## Packed Primitives to Maya - Best Practices

Hey guys, I have a scene with one object copied into thousands of points (particles). Since I'm using packed primitives, the scene gets super fast on Houdini but it's impossible to export it out. Does anyone knows what would be the best way to send it to Maya? Is there a way to, maybe, export it as a placeholder (a box for example) and, inside of maya, replace the box with the original object, maintaining it's matrix (pos, rotation, scale..)? Thx, Alvaro