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Found 32 results

  1. Hi, Can someone help, and explain why after translating a cube up in sops, on the geometry node to postion a box on top of another box. then making it a RBD object. then simply add a deactivate object from the shelf tools, why my pivot and object change position when I jump into dops. Perhaps Im missing something silly here, anyone help please? thanks in advance.
  2. Squashy effect

    Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  3. Hello. I'm trying to be a modern person and use the new material workflows from H16, however, I'm having a problem. If I mix two principledshaders using a layermix like it's suggested in the webnars and the docs, my rest position stops working (at least I suppose it's the rest). Maybe I'm missing something I made the file below to demonstrate the issue Is this the expected behavior? If yes, how do I work with displacement in this case? Thanks layer_mix_disp_debug.hip
  4. Squashy effect

    Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  5. pcopen

    I'm learning Houdini. I'g trying to learn how to use pcopen specifically in vops. I'm very confused and am wondering if someone knows of a clear and concise tutorial of how to use pcopen in general. Preferably something other than Peter Quint's tutorials on the subject that are 7 years old and move very slowly. much appreciated.
  6. Hey all, I'm trying to do a set up in a point vop using houdini 15.5 and it calls for a Global Variable that was produced in someones set up in Houdini 12 but I cannot seem to find it or something that is similar? Is there another node? I cannot figure out a work around. Please help!!! (attached is a screen grab from the older set up using the node) Thanks,
  7. Like the title says. I'm trying to kind of make my way through the SHOP context, but my biggest problem is accessing information from the actual geo. I made a fairly simple scene where I am running a sin over the sphere's @pscale. In this case I'm just trying to have the @pscale control the principal shader's emission amount. I tried making an attribute VOP where I bind the @pscale to a bind export and then named it "lit". After this point I can't fin an answer online how to access and connect that attribute to the emission. I know it has to be the easiest and most obvious node, but I can't seem to find the answer. All help is much appreciated! size_lit.hipnc
  8. Hello, I know that there are plenty of examples of vop loops with point clouds, but after searching, haven't found an example/file that helps with this. I can get an attribute growth going with the basic like pc_filter and all of that, but now was trying to make that attib growth happen one point at a time(the closest ones from the points with the attrib initiated) and i can do that for the first point, but after that it doesn't do what i was expecting it to do, stops the growth after finding the first point... Imagine it should be something super simple that i got wrong, but if someone could take a look and let me know what i'm doing wrong i would really appreciate it. Here's a simple file showing where i'm at now Big thanks M odforce_pc_loop_problem.hip
  9. I'm trying to mess around with orienting a particle's alignment to it's vector. Or a watered down version would be a cube on a path that follows it based on the particle's vector or velocity. Basically, orienting the particle to "speed space" if that makes sense? I tried mixing Normals and Velocity to possibly get them aligned but I'm pretty much lost. I took a look at @mestelahere to help me out, but I'm pretty much in over my head trying to do it in Houdini. I attached my file that is just a spinning circle with box's copied onto them. I was trying to make a simple scene where the boxes rotation matches it's vector. So nothing too out of the ordinary, but still kind of confusing. Thanks :)! velAlign.hipnc
  10. Hi. I have two vectors and I want to check if they are equal or not, so this is what I did so far: http://prntscr.com/cfxu8d The vectors Im trying to compare are the normal of the grid (created by me in a create attribute SOP) and the vector wich starts from the grid and points to a sphere. If the vectors are equal I set the color of the grid green, otherwise red. In the vop sop I normalized the 2 vectors because I saw online that two vectors to be equal must have the same magnitude too, but even after normalizing them it still doesnt work. Why? Vectors_check.hipnc
  11. Hi, The Exponent option is missing in houdini 15.5. It is still present in the help menu but I cannot find it anywhere in the unified noise node. Is there a substitute to it or is it hidden somewhere? Please help me out.
  12. Align 2 polygons

    Hey guys! Does anyone knows how could I align 2 polygons and then somehow access those angle values so I could reference it on another transform node. because using just align node, I can`t any attributes form it. I added some screen shots so you get what I`m doing. Basically I have 2 characters. One in rest position and other one animated. The animated one changes through out the shots. So i deleted out 1 polygon from each of them and by comparing them I could transform rest position to match first frame of animation. with position it`s no problem I just use centroid expression, but I`m stuck with rotation. I thought this one approach worked with attribute wrangle: vector n1 = prim_normal(0, 0, 0.5, 0.5); vector n2 = prim_normal(1, 0, 0.5, 0.5); matrix3 rot_matrix = dihedral(n1, n2); @P *= rot_matrix; vector rotate = cracktransform(0,0,1,@P,rot_matrix); v@out = rotate; Where I compare normals, But I discovered that if angle difference is quite big it does not work. Basically I would like to do what align node does, but through vex or vops, so I could get some usable attributes out. Thank you
  13. Intro To VOPS in Houdini

    We have just released a new volume to our Houdini Jumpstart Series from Adam Swaab Intro To VOPS Houdini VOPS is a powerful multi-threaded environment for building tools and components of tools in Houdini. This tutorial goes through the ins and outs of VOPS, going through many short examples to get you ready to harness the full power of VOPS. We also do a quick intro to pure coding in vex, as vex is the underlying language of VOPS. In the final chapter, we show how to create our version of a polygon effector, similar to one you may see in Cinema 4D. If you are not familiar with this fantastic series then you can see all the titles HERE. Thank you Tim
  14. 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
  15. Hi guys I just joined the forum and this is my first post! I'm an FXTD student learning houdini and I have a shader assignment that I will be beginning soon. I have a few ideas for a shader but I wanted to pick one that would have some relevance to an actual studio production. Can anyone speak up, and give me a few examples of shaders that you or someone you know may have built? I was thinking of maybe some burnt flesh (burning a steak or side of pig with a torch) Im not really sure what kind of materials and shaders would be done by texturing or look dev and which ones would be done by an FXTD, No simulation shaders, just for an object.... Thanks for the help!
  16. I have been fiddling with making a rust texture that has features that are able to be controlled from a point cloud. That way I can have a bit more artistic control, while still being entirely procedural. That is kind of the essence of the assignment I am working on. Unfortunately I am pretty sure that I am doing something wrong with the point cloud in the VOP network, because It will go ok without an error for a bit, but then it will suddenly start giving me an error that some shader doesn't exist, and the name is something like Ѣæŗ.vfl or some other random ascii code. I go reoutput my .sc file and it works for a bit, then suddenly breaks again. Also, I tried to use an op reference to it at one point, and it didn't really like that either. Any ideas? rustExperiments.0.0.2.hipnc
  17. Hi, Is it possible to overload snippet inputports? If so how should this be done. I'd like for example make a multiply function that can deal with array's of various types. Cheers!
  18. Hey guys, I wan to ask a noob question, how to create attribute copy in vops. The reason i wan to do this is because i wan to Mix between original position and new position, those two object has different ptnum but they have same "ptid" attribute i assigned to them. Really appreciate your time to help me out Cheers
  19. Hi everyone, This email went out to the users, and we were asked to post it here. Feel free to email any questions, you might have a few if your new to Houdini or Training. READ BELOW: Upgrade to cmiVFX videos from other training companies products! Already purchased training from another training company, and feeling sad? Don't panic just yet, we might have the solution for you! If you purchased training from Digital Tutors, Lynda, Gnomon or another training company in the last YEAR before November 11th, 20015.. You can upgrade to our product for a huge discount! (Even earn FREE VIDEOS!) Email us at sales@cmivfx.com with a phone photo, or direct email of your receipt, and tell us what you were interested in at cmiVFX.com to get a offer you cant resist sent back to you by email! THIS IS YOUR CHANCE TO HAVE YOUR CAKE AND EAT IT TOO! We all understand making a decision based on marketing hype. Everyone has done it, not just you. 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  20. Dennis Albus | Technical Reel 2015

    This is my Technical Reel with some of the things I've been working on lately - mostly focused on lighting, shading and rendering. Please go to vimeo and watch it in HD as a lot of stuff is really hard or impossible to see in the SD version. Feel free to also check out my other work on my website (95% Houdini / Mantra) www.dennisalbus.com/portfolio The Blog is unfortunately a graveyard right now but I am planning on posting regular updates and information about some of my tools and shaders soon. Cheers, Dennis
  21. complements and negates

    I asked some of my instructors the other night about this and they were unable to answer me, but I was wondering if someone would be willing to give me an explanation of scenarios in which you might use a complement rather than a negate. I know what the two different operations are but I was hoping someone might be able to give me an example not of what each do but why you would use one instead of the other.
  22. 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
  23. Not sure if I missed something obvious but I just wanted to get a sanity check with you guys. I'm trying to create an attribute as well as set the value in vops on a set of points. My old workflow: grid-->Vopsop-->ptnum to randomvop to add attribute vop setting pscale and also creating local var. The above method in H14 results in all values being the same. H14 workflow: grid --> pointvop-->ptnum to randomvop to bind export vop. This workflow works but not sure how I do the var mapping with this method. Any ideas? Thanks in advance!
  24. A few times lately I've wanted to easily get the index of a max vector component and not the value of the component itself... I can work out lengthy ways via loops to get the index, but was wondering if there was a simpler method within either vops or vex?
  25. I'm hoping this is a very basic question and i'm missing something.. I'm playing around with writing some vex code to achieve self collision in a basic particle system and I was wondering what the best way is to iterate over all (other) points, i.e. if a connection (or check) has been made between point 0 and 1 it should then be re-made for point 1 and 0. Obviously this would simple in python or mel for example but vex is harder since its multithreaded? I've only just started looking at vex so i'm only half sure this is correct so far? I have a work around but is not efficient (I may be iterating over thousands of points) so maybe a python sop would actually be better?? Thanks, Mike