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argilop

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    Arnau
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  1. Try increasing the number of fluid particles of your sim. And you can always put a smooth VDB node to get a cleaner surface but keep in mind that will reduce your volume.
  2. Are you using static object or collision volume?
  3. You can compare the average Position with your current P and then if its "x" or "z" values are greater or smaller go one way or the other.
  4. There is multiple ways of doing that. The easiest one would be adding velocity in your source. In your Fluid Source node, go to the velocity volumes tab and click on add velocity. Then modify the vector to get the angle you want and that velocity will be called inside of Dops through the source volume (increase the velocity scale for more power) Hope it helps!!
  5. Hi Atom, Thanks for the tutorial! Sorry if I was a bit vague on my explanation. I made this simplified version of my file. You can see in the spreadsheet primitive's type that there is the material_override attribute with one texture assigned for each $class. (in the file there is just one houdini's default texture) Random_Textures.hip
  6. Hi guys, I am facing a problem while trying to use the same shader but different texture maps for each piece (I use connectivity and $CLASS) In the details view (or geometry spreadsheet ) I see the material override working, in other words, I have 5 textures called texture01.jpg texture02.jpg etc.. and for each piece is assigned a different texture. But, here comes the problem, when I click render or in the viewport I see the same texture everywhere. I assume that the override parameter is not working. But I can't find a way to call an attribute ($CLASS) into Shops to be able to get the expression for example: $HIP/textures/texture `int(rand($CLASS)*5)+1`.jpg It would be awesome if someone knows how to fix this!! Thanks!
  7. Create a sphere, scatter points use them as particles apply some random force with drag. Then use connect adjacent pieces SOP and play with the parameters. Good luck
  8. Well, I tried that but I had no success... If someone knows how to do that, please enlighten us!
  9. Hey, I had a look to your file. If I understood right you want to influence with velocity variance the particles that has a value of 1 in emit_var. Basically I dived inside the POP source and multiply the variance by your attribute. SOP_att_drive_parm_in_DOP01.hipnc
  10. Hi, To import an attribute from SOPs to POPs, you can use a SopSOLVER in Dops. Inside the sop solver put an object merge calling your sop geometry and then with an attribute transfer you can import the attributes to pops. Hope this helps!
  11. And the problem you are having with the forces is because your POP Attract is affecting the newborn group. If you change that to attract the nearby group, you'll get closer to the effect you want
  12. Well, I had a look to your file and I added a wrangle to remove the particles from the first group. Basically you were grouping all the particles inside the newborn group (if you middle click on the node you can see how many particles are in each group) I also add a @dist which is more accurate than the @nearestdist. Hope that this is useful for you! Arnau particlegoals_fixed.hipnc
  13. Hi, Check if the particles are leaving the previous group (the one that is affected by the noise). If not, you can create an if statement with a POP Wrangle to remove the particles from that group.
  14. Yes, it is... I had the group names in the wrong order... My bad Thanks!!
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