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6ril posted a topic in General Houdini QuestionsHello, I'm looking for the best way to prevent an attribute from changing once it has reached a certain value. I'll have other benefits from this, but for now it's to control the "active" state of some points via an animated object. I'm setting a group of point with a bounding sphere grouping, then I wrangle i@active = 1 for that group. but, obviously, when a point is back out of the sphere, it's out of the group and gets a @active = 0 again. I'm wondering if it's doable in VEX (if active becomes 1 then never change again) or if there's other tricks to do that. here is a simple hip file where I move the points up when they are in group1, so for this exemple, I would like the point to never come back down if they get moved. Thank you! I've seen a way to do that in a particle tutorial, where the colours get changed and is then prevent from changing back when outside a box, but I just can't remember, and can't get my hand on that video again : / OD-F_keepattrib.hipnc
Hey guys, first post here. I'm extremely noob at Houdini and I've got a very basic question. I've got a particle system going, and after the POPs system in the Source Particles SOP it creates, I'm trying to use the Y position of each particle to drive a Blend Sequence that is copied onto the particles with a Copy SOP. What I haven't been able to find is how to query the Y position of my particles. I can find their positions with the Geometry Spreadsheet, but the name of the attribute it gives me is "P[y]", and typing that into an expression doesn't seem to work. I had thought it might be "@P.y" but that errors out as well. I think one of the problems is that I'm not telling Houdini WHAT to find the Y position of. But again, not sure how to find that. I've googled and did a cursory search of the forums here but all the posts I've found are way more advanced than this simple thing I'm trying to find Can you fine gentlemen/ladies point me in the right direction to find how to query this sort of basic data? wk2_copy.hipnc
I have a RBD and I'm trying to set some fractures active and the others passive but I cant access the point attributes in a packed primitive without unpacking it. In my setup I have a foreach node but I cant access each primitive so that I can run the loop. Is this possible or should I set up an unpacked RBD? Access_PackedPrims.hip