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Found 11 results

  1. Hello everybody! I've got one agent for a crowd simulation. He's holding a sword on his R_hand. When using Agentedit node, Im able to adjust transformations of that controller, which is great, but it affects all agents in the same way. =( What would be the approach to randomize the wrist rotation to get some variation over to the crowd sim ? Thanks!
  2. I am trying my hand at random values. My expression here fit(rand($PT), 0, 1, 0.7, 1) is meant to input a random number into saturation between 0.7 and 1.0. But as the render shows, it seems to just input 0 into saturation. What am I doing wrong here?
  3. I'm trying to control the normal of a single point. I want to use normals to visualize vectors that i will convert to velocity later. I've reduced my experiment to a single point to hopefully simplify things. I'm trying to make the normal point in a truly random direction for each frame. I tried this: float x = fit01(rand(ch("seed1")),-1,1); float y = fit01(rand(ch("seed2")),-1,1); float z = fit01(rand(ch("seed3")),-1,1); @N = set(x,y,z); which gave me a random direction with in a disk. If i substitute @N for @v and feed this into a popnet that uses inherited vel i get particles in a plane. see attached image. If I control each component of the vector leaving two at 0 and setting the third between -1 and 1 i can point the normal in any direction. I can't figure out how to get houdini to randomly set the normals direction in all directions. Help appreciated.
  4. Trying to learn VEX. Using the following simple formula in a wrangle to create random green color values on geometry @Cd = 0; @Cd.g = rand(@ptnum); Lets say I want different random values at frame 120 and I want the values to smoothly interpolate between frame 1 and 120. How would I do this?
  5. Hi I want to randomly select two points from a geo input in a VEX wrangle, so far I have this: int _selectedPts[]; _selectedPts[0] = rand(@numpt); _selectedPts[1] = rand(@numpt); setattrib(geoself(),"point", "Cd", _selectedPts[0], 0, {1,0,0}, "set"); setattrib(geoself(),"point", "Cd", _selectedPts[1], 0, {1,0,0}, "set"); I searched on the VEX docs but every random function I found could only return float numbers, but I need integer numbers. How can I solve this?
  6. Hello, I'm trying to create a looping animation of water spiling on the ground, so that it repeats itself every 60 frames , but im stuck at the part that where I need to blendshape the last frame and the first frame since I can't find anyway for the points to be blend shaped to their nearest relative point. waterfallloop.hip
  7. Hi, any help with this would be awesome. I can randomly emit particles over time with an expression. I can adjust the frequency and offset the values, but is there a way to control or limit how long each random emission lasts? Imagine a sputtering hose, but each stream that shoots out - can only shoot out for 5-10 frames. Much longer than that and it all joins together to form a solid looking stream. I need random blasts, that are limited to 5-10 frames each. Thanks! Andy
  8. Anyone know how to do this? I have tried plugging a pop torque into the flipsolver but don't seem to be able to get it to work.
  9. Hello there, can anyone tell me how to set up random rotation of particles in houdini 13? First I would like to have the particles have a random rotation on creation. I haven't been able achieve this in the file attached to this message, so I tried to do this in sops using the copy sop and transform. However, doing this seems to create some weird kind of snapping behaviour. Isn't there a good way of doing this in the particle sim? Second, i would like the particles to have a random rotation over time as well. I've used the torque node for this, but there are some problems. For example, the torque accumulate over time (I think), so it tends to start from a low angular velocity and then goes higher. Attaching a drag fixed the issue of too high speed, but not the issue of too low in the beginning. How can I control this better? And then I tried to use vexpressions, which I know next to nothing about. I seem to only be able to control one of the axis with my expression. Controlling axisx, axisy and axisz failed... What am I doing wrong? I would appreciate any help! Thanks, Doug particle_rot_problem.hipnc
  10. delete group random

    Hi, everyone! I get some polygon group such as S1 S2 S3 S4…… How can i delete the group random such as S1 S5 S8…… and S1-S10 in delete node by expression. I can random seletion group by foreach node then delete it. But i can not figure out a simple expression in delete node. I have search for tips form forums, it may somebody already post a same problem, but i failed. Any help. Thanks so much! random_delete_group.hip
  11. seeing the last particle tutorial on sidefx using H13 plus the halloween instancing tutorial instancing seems to work a bit different on particles i think. Im trying to randomize the color of the green channel of all instance particle models. On the (auto created) location_particle Object node - I added a instance node and after that - a material node. -overrides material use local variables ON -baseColor and as a color: rand($PT) does anyone know how to randomize the color? thnx
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