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Found 7 results

  1. Hey, For a side project I'm working on I'm trying to create random/periodic lighting strikes. I'm trying to get a line with animated noise on it to increase its length to a set max value, pause for a few frames, return to a length value of 0 then have it hit the max value again after holding its value again. I have multiple [lines] with different length values (with a point VOP to create the noise) feeding into a [switch] I've tried using multiple expressions like floor($F/24) and $F % 2 and a fit range. I've gotten the values to switch after 24 seconds but not switch back; and to switch back and forth but it does it every frame and it's too fast. I've also gotten the switch to count up every X seconds (i.e. 1, pause, 2, pause, 3, pause) but not count back down. Anyone have any ideas?
  2. 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
  3. Hey guys. I know I've seen this in other peoples OTL's but Im at a loss how to do it. I'm looking to create an override toggle in the Parameters pane: If the toggle is turned off, I want a second parameter to become locked/greyed out. Can anyone point me to how to accomplish this?
  4. I've been trying to switch the input for a Sweep SOP between a Null SOP and several Curve SOPs to disable/generate a bunch of profiled lines. However, on switching to the Null SOP, the Sweep SOP still produces geometry (that's handled by other nodes further downstream) even though the input contains no geometry (I middle mouse clicked on the Switch to confirm this). One solution I could find was to refresh the Sweep SOP by double clicking on Bypass, then it decides that there is no geometry coming in and accordingly produces no output. However, I have to do this each time the Null is switched to. The other solution is to have a second switch after the Sweep and switch to the Null there. I don't know why this has to be a workaround, it feels a little less intuitive than just switching the input of the Sweep to a Null. Anyone else encountered this? HIP file: sweepbug.hip
  5. Hey guys, I've been trying to solve one problem I have with RGB applying to voronoi pieces, which are driven by particles. So in the beginning I create a box and voronoi it, create centroid point for each piece and move the points to affect the movement of voronoi pieces with a copy node. Now, the effect I'm trying to achieve is that when the particle turns red, the particle stops moving, and the voronoi piece that the particle is driving stops as well (velocity becomes 0). The problem I have is, that if the particles are not moving (its just static voronoi cube) the switch to RGB works perfectly. But as soon as I add curl noise on particles or any movement, the RGB simulation messes up. You can see that in my .hip file when you go to - box_object1 - popnet1 and you visualise the "BROKEN_SIM" node (which makes the particle stop when they turn red). If you visualise CORRECT_SIM, everything works just fine. Could it be that the rest position takes the frame 1 position of voronoi and then messes up, because voronoi has moved? Does anyone have an idea what could I be missing? dropFreakingOut.hipnc
  6. http://vimeo.com/5086298 THIS IS A MAGNETIC FLUX IN XSI ICE THIS IS SO AWESOME. SO I TRIED IT IN HOUDINI, BUT THERE ARE SOME PROBLEMS. I MADE A POPNET AND SWITCH IT BY CONTROLLER ANGLE If i start with 0 it works, and if controller is under 0 angle cubics are falldown. but after that controller doesn't work. it works only onetime. PLEASE HELP ME. THIS IS MY HIP FILE. (switch null node is controller, you can controll it by its angle, 0 = on & any other angle is off) magnetic.hip
  7. Switching between values in DOP

    Hello, Is this setup valid/possible inside DOP? Basically I want to animate impulse value multiple times between fixed set of values. But when tweaking those values I have to shift all keys in channel editor. It would be nice if I can put them in some predefined place and then just use switcher to choose. Thanks
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