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  1. Hi guys, I'm looking for the simplest way to scale a geometry, using VEX (by an attribute) and I would like to be able to define the pivot position, too. I tried these codes. It works but I don't need the other transform parts (like Position, Rotation, and ...): vector t=chv("Translate"), r=chv("Rotation"), pr=chv("pivot_rotation"); vector p = v@myPivot; vector s = f@myScale; matrix transform = maketransform(0,0,t,r,s,p,pr); @P *= transform; There is a VEX function: scale(matrix &m, vector scale_vector); But I don't know how to use it. Thanks for helping.
  2. Hello everyone) I try to make cliffs from yotube tutorial, but cant find how can i change noise scale along one axis in houdini 19. In previus versions whas option inside mountain node called scale. Where it is now?) I know what i can use attribute wrangle for some thing like this --------- float val = noise(@P * set(ch("scale"), 1, 1)); @P.y = val; --------- But i whant to use noise attribute noise or mountain and just scale it by vertical axis, for examle. ow can i do it?) I don't wanna use wrangler because i don't know how to control noise same simple as it can be done in attribute noise I try to find answer in google about 2 hours what i do wrong?))
  3. I want to copy the object to curve points with scale changed every nth point. I created a group by range but then objects are copied to these points only. How can I mix those two scales?
  4. Hello, Could anyone make a quick example how would you scale the down the UVs to a pixel point by each of the islands pivot points? Specifically, I'm trying to do this for the voronoi fracture pieces, so each of the pieces UVs get scaled down to a pixel Thanks in advance!
  5. So I'm pretty new to Houdini, and I'm used to working at real world scale in Cinema. A lot of what I do is smaller stuff, and when making chairs, product mockups, cups etc I tend to work in cm scale. What I've done up to this point is make two 'default' scene setups for Houdini with Redshift. One with a cm scale and one with meter scale for larger pieces or general generative stuff (as most tutorials seem to be in 1m scale and are easier to follow along with that way) My question is, are there specific pros and cons of working this way? Would I be better off just using Meter scale for my small pieces and then resizing objects to .01 when I want to make them 'real size'? I say this mainly because I've seen a lot of different opinions from searching this forum and I'd like to know if there is a best practice to avoid running into issues down-the-line. For example I've noticed when I copy geo from a cm scale project to a meter scale one it doesn't take that into account so a 30cm shaderball suddenly becomes a 30m one. Equally, when I'm working at 1m scale and I size down my assets to accurate scale before rendering, it becomes more finicky to setup shots as the zoom tools are all calibrated for much larger geo and feel overly-sensitive. I'm also curious as to how simulations perform at different scales, and how scale interacts with USD and Solaris. This might all sound rather confused (mainly because I am!) but I'd just like to get things working so that when I'm dealing with things from DoF to SSS in Redshift that I'll be getting approximately accurate results. Going forward I expect to be working both on smaller assets that I will shoot on their own, as well as with groups of assets from 10cm - 10m to use in larger meter scale scenes. Apologies if this seems like a mad ramble but I just want to get some clarity on how best to approach asset creation and management for a consistent real world scale! Thanks, Connor
  6. okay so i've got a little issue here... I have FINALLY (After 30 hours of twiddling) got a really nice fairly stable sand grains anim going that interacts nicely with my char. so i've got my node network which is a basic off the shelf grains upres... i'm trying to wrap my head around whats happening in setseed_adjust_scale attribute wrangle node but i cant suss it out anyway what i want to do is vary the scale of my upres particles making some bigger and some smaller. so in my head i drop in a new attribute wrangle node (circled red in the pic) and i add the following: float @pscale = 1; @pscale = rand (0.002, 0.006); and BLAM! my pc fan after 30 seconds nearly ran out the window screaming!!!!! Its done this twice now and just locks up hou and the pc! so i'm properly stuck here - i cant figure out how to vary the scale of those upres particles - they are all the same size Anyone got any ideas on how to adjust this? ta ant
  7. Hey guys, I have a mix of glue and soft constraints which switches to soft constraints once the glue breaks, I want to scale down each constraint primitives, I am using a facet node to make unique points then a primitive sop to scale them down (everything before the sim) but then inside the sim once the constraints switch to soft it goes back to its original length (i have restlength 0). I even added a sop solver and tried making the scale to 0 using primitive sop but it's not working either. Can anyone help a bit?
  8. Hello houdini folk! Quick question, is possible somehow scale the vellum struts, during simulation? what I want to achieve is simulated in dopnet in attached file. Essentially I just want enlarging pighead but in vellum, with struts. Thanks for any advices! vellum_scale_like_rigidbody.hip
  9. Hello, Houdini folks! I have a question about very essential thing durring the rbd simulation. (Im attaching the file here). What I have, I want to change the scale of the pighead, durring the simulation, but without this "strange jumping" behaviour. Any suggestions, how to solve? Thank you so much. strange_behavior.hip
  10. Hey Guys, I have a bunch of jellies and a want to do a vellum soft body sim on them but the issue is that they all intersect and I don't want that. So I threw them in foreach and scaled them down. Now I want to scale them up while doing the vellum soft body sim. I tried the pressure thing already but it destroys the shape completely. So I went with a sop solver but that doesn't seem to work with vellum. Attached you find an example file. I hope somebody can point me in the right direction. Cheers, Lucas jelly_lb_v003.hipnc
  11. I have this sphere vellum emitter that makes a sphere every 15 frames. Now they are ok but I want every new sphere emitted to get like 0.1 larger every frame for example. VellumSpheres.hipnc
  12. So this has been mentioned in a few other threads but need some guidelines. My understanding is that FLIP has issues (unstable, flickering, collision, etc) for "small" scale simulations. By that I assume means anything under roughly a metre in largest dimension. What are some suggested starting points for scaling up your simulation for FLIP if its say, roughly a foot or so in diameter. 3X? 10 X? And what about speed to compensate. If you increase the scale 3X do you also need to speed it up 3x as well? There is also Spatial Scale on Solver and was wondering as a first step if i should try reducing to say .1 before I do anything else?
  13. 32GB Ram 3200mhz ryzen 5 1600 Hi again guys. Basically I have been struggling a lot with cacheing a simulation. I´ve tried .bgeo .sim and multiple resolutions on the pyro I would hate to keep lowering the res because of ram issues. I diseabled "Cache Simulation" and I still keep on feeling my Cache. I dont mind waiting days for the cache if necesary (it is a big simulation, probably 40 meters long I guess) and to be honest, I might not know in depth how to control pyros. Hopefully you can help me here
  14. Hello, i want to control the emission of new born primitive using pscale attribute in redshift like this im able to do it on mantra using bind node but how to do it on redshift..? torus_Odforce.hip ODforce.mp4
  15. Hello! So I have been Having lots of problems to setup the pyro sim on a large scale. Somehow I cant manage to understand the propper settings. I would love a result similar to this: The size of the my sim is 1:10th of the real size because as I make the sim bigger the problems also get bigger. I guess it has something to do with the source density and the smoke object Take a look on how awful it looks down below (I am quite new to this soft) I am leaving the whole proyect full of notes so you have an easy time helping me Thanks a lot and I am looking forward to learning. cya NaveVolando.rar
  16. Hello! So I have been Having lots of problems to setup the pyro sim on a large scale. Somehow I cant manage to understand the propper settings. I would love a result similar to this: The size of the my sim is 1:10th of the real size because as I make the sim bigger the problems also get bigger. I guess it has something to do with the source density and the smoke object Take a look on how awful it looks down below (I am quite new to this soft) I am leaving the whole proyect full of notes so you have an easy time helping me Thanks a lot and I am looking forward to learning. cya NaveVolando.rar
  17. After setting up the rotations for packed objects in point vops (after scattering), I just couldn't do the same for scaling and translating. I want to find a solution for cases where the scattering has already been done (or there are many instances of the same object). Can some one help me out? Bellow is the hip file. packed_objects_debug.hip
  18. Hey, I'm trying to get this stick to points constraint to update every frame so I can have this cloth sort of peel down over time. Thought setting 'create constraints' to 'each frame' would make it work but doesn't work. Also tested using a value instead of an attribute which also doesn't work. Any pointers greatly appreciated. Attribute_Val_Cd.hipnc
  19. Hi Everyone, Question Time! I have a curve in a helix shape. It has been made procedurally so the number of coils and length etc can be modified I would like one end of the helix to be stretched out more. Is there a way of procedurally scaling a part of a curve perhaps with a ramp? Any thoughts would be really appreciated! Thanks!
  20. Hello, I've got 3 boxes first is 15x20, second 20x20, and third 30x30. I want to distribute them in one direction in right orded but also to have even spaces between them. Anybody ecnountered similiar problem?
  21. Hi everyone, I'm looking for the effect, I call it Dancing man with leaves on body. What I found is from OFFICIAL 2016 AICP Sponsor Reel Director's Cut by Method Studios (from Youtube) and the effect happens at 00:45 - 00:50. The leave should be dynamic and also collide to each other. My first try was using Pop grain on the leaves system stay over the body however, the leaves didn't collide with the body and also didn't collide with other leaves. Can anyone point me how to create it?
  22. Hello magicians, I'm working on a large scale FLIP scene and need some tips regarding to workflow. The main scene has 2 FLIP sims, 1 for a waterfall, and 1 for a river. On my current setup I made the river using narrow band, and the waterfall using a emitter, not sure if this is the best workflow in terms of speed and direction, the current setup looks like this (blue = waterfall / red = river) And here is a viewport sample Questions: 1) Is this the best approach for mixing a waterfall with a river? emitter + narrow band? 2) I saw in other post that some people breaks the geometry in equal modules and then put them together, should I break the river within 3 equal parts to save time and quality? 3) I readed that when you export particles, is useful to delete attributes that won't be used, I did a quick test with all attributes and 1 frame was 800mb, deleted some and took it to 200mb, is this a right approach? 4) For final meshing, should I create VDB / polygon soup and export passes in order to make detail stuff like foam? 5) Should I export particles in wedges? 6) There is a dop workflow to upres particle/flip mesh like "gasupres" within pyro? Would love to hear any tips regarding to large scale flip, will keep reading on the forum in the meantime Thanks!
  23. Hi Guys. I have been learning houdini over the past week so I really am new to this, I don't have a solid background in a programming way of thinking but I do enjoy technical challenges so bare with me. I have been working on a scene where over time some I want some pieces of a fractured object to be activated in the dops network by selection of a group (I got this part working) For the next part of this I want the pieces that are now active to start scaling down until their scale is 0. I am currently struggling to get my if statement to run multiple times. It runs only once when the condition is met but I cannot get it to loop for each frame. If anyone could please help here or point me to another forum post I don't mind. Thanks! I have linked the hip file and labeled the node I'm having issues with as "Problem". Plant Debris scale.hipnc
  24. Hey guys! Hoping you can help me out with this. Trying to get this RBD sim to time properly, tried even scaling the scene in the HIP file for the DOP network to have best avail information. Density should be pretty accurate for steel as well. The sim feels like its going in slow motion / in space / another planet- gravity feels very low even though its definitely the correct -9.8m/s^2. Should I just speed it up post- cache? Or is there some option I'm not looking at. Pretty new to Houdini, so let me know what y'all think / any other suggestions? Thanks!! F150_body_metal_v01.abc preview_cache_v01.mov 180505_hardConstraintTest_v07_metal_only_slide.hiplc
  25. Hi there! I'm learning Flip Fluids with Houdini Apprentice 16 and I did a simple test. It' just an animated character (from Mixamo) rolling over the water. But oddly the fluid start behaving in a strange way, both in the direction of the fluid and velocity, in slow motion, almost anti-gravitational way. Someone may know what could be causing this? Using only shelf tools. Thanks! roll.mp4 roll_water.hipnc
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