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Found 7 results

  1. Simple project to learn Houdini

    I'm new to this place, so apologies if I'm being dumb about anything. The project is to fire a beam at a piece of geometry, and have it fracture at the point of impact, like a simple sci fi gunshot. I have a rough idea of how to do the destruction, but which nodes should I use to cast the ray, and then find the intersection? Also how do you even define a direction or a vector to start off with? Currently I'm using a very long single-span curve, but I'd like to find a way to cast the ray infinitely. Any help is much appreciated. Thanks very much.
  2. I have a Foreach loop which processes a bunch of primitives, one-by-one. Inside the loop I have I a Ray SOP. For its target geometry (i.e. what I'm projecting on), I want to use the original target geo (coming from outside the Foreach loop) plus all the projected primitives processed so far, i.e. the progressively accumulated results of previous projections. I don't want the loop as a whole to work in "feedback" mode i.e. working on previous iterations. I want the loop to process primitives one by one. I just want the to Ray SOP to accumulate iterations (previous projections). Any advice how to arrange this?
  3. I have a RaySOP that is doing exactly what I want. It is shooting rays per point along a direction defined by point attribute 'rdir' and is returning the hitprims I'd expect. Hitprims are the green numbers in the images below, yellow lines are visualisation of attribute 'rdir' (raySop shown below) I want to be better about doing things with VEX so I tried doing the same thing with the same set of points, with the same 'rdir' attribute and same collision geo. I get wildly different results for my hitprims as shown below. heres the tiny bit of VEX I've got: vector p; vector hitprimuvw; vector dir = @rdir; int hitted; hitted = intersect(1, @P, dir, p, hitprimuvw); @hitprim = hitted; What am I missing?
  4. Hey everyone! I`d appreciate if someone could give me a help on this. I`ve been doing a melting object and as it melts I have a popnetwork creating particles for my bubbles geo wherever the object is changing viscosity based on an attribute I created. To make sure the particles always stick to the surface I created a Ray Sop with the method set to Minimun Distance since Project Rays is not giving me any results. But I`m facing a problem with it since the particles don`t move with the deforming surface. I have attached a playblast to better illustrate my issue. Cheers! Bubbles.mp4
  5. particle "beam"

    Hello Houdini Masters! I'm having trouble with finding a starting point for creating a beam of energy being shot out of the barrel of a weapon. I haven't worked with particles much, but I don't really understand how all those particles become something so clean as a solid beam of "energy". I have some reference as to what i would want the beam to look like: (lilo & stich - the green ray from Jumba's gun): (WoW: Legion trailer - Sylvanas's arrows she's shooting) If anyone has any links to tutorials, articles explaining the process for this, or has any first hand experience working with partcles/"energy"beams your help would be most appreciated. Thanks in advance
  6. import ray: how to?

    Hello, I'm trying to build something similar to this : http://forums.odforce.net/topic/19041-pbr-rayswitch/ I try to avoid inline code as import ray node is now present (at least in H15, maybe in some older version) My issue come from the ray import node. It always return me an error 'call to undefined function 'simport''. The import surface variable node raise the same error if it can help.. Am i using it wrong? Thanks ! Edit: I may be in the wrong section (maybe rendering is more appropriate). Don't hesitate to move it ! rayImport.hipnc
  7. Ray foam in VOP´S

    Hi all,im working on a way to ray foam against a mesh,i cant get to make a smooth transition to the surface,any ideas???. Thanks!!! ocean.hipnc
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