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TheUsualAlex

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TheUsualAlex last won the day on August 3 2009

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    Alex Lim
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    Los Angeles

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  1. Howdy! So.......... just curious, how many Houdini users from 20 years ago (I feel old!!!) are still here today...? I got hit by nostalgia lately... Cheers!
  2. I am quite certain it's just me... because somehow I just can't understand that chart.............
  3. Watching Milla talking about micro-voxels and motion vector fields is kinda awkwardly funny... But a big congrat to the SideFX team!!!! Wooot!
  4. Hi. There are quite a number of ways to do this actually. 1) Clip SOP to clip the line below any threshold (assuming it's okay to just chop the line 2) Find the distance at Y to threshold, then ensure that the line don't scale beyond that limit (either using scale attribute, or copy stamp) 3) Limit the Y distance (either using scale attribute, or copy stamp) ... these are just a few ways. Hope this guide you to the result you're looking for tho. Happy Friday Night.
  5. Hi. There are quite a number of ways to do this actually. 1) Clip SOP to clip the line below any threshold (assuming it's okay to just chop the line 2) Find the distance at Y to threshold, then ensure that the line don't scale beyond that limit (either using scale attribute, or copy stamp) 3) Limit the Y distance (either using scale attribute, or copy stamp) ... these are just a few ways. Hope this guide you to the result you're looking for tho. Happy Friday Night.
  6. If you want to have points that lie on a NURBS curve in order for easier manipulation in viewport, then unfortunately no. At least not that I've ever seen it. Although I'd imagine this would definitely makes thing a little cleaner. But if you want points on the curve as a resulting effect, then there are plenty of options allowing you to do this.
  7. Houdini's default convention is all cap, but it doesn't has to be all cap. However, following Houdini's convention will make it easier for other people who may be debugging your file tho. Those variables are simply attribute variable mappings. It simply makes it easier for you to access an attribute else where down the node chain. Another type of variable are the global variable, as can be done in Edit -> Variables and Aliases menu (ie. $PI). These are also accessible in similar convention as attribute variables, except these variables cannot vary on per-point/prim/vertex basis. Without these variable mappings, you'd have to use functions such as point(), prim(), vertex() to access an attribute information. As you can see, your parameter gets longer and harder to read. And to an except, may be a little slower too. As for some of those default operator related variable mappings such as $CR, $VX, $ACCELX, etc, you'll have to look at the help card for these. Once you've used them long enough, they'll come almost naturally to you.. You can also RMB on a node and select "Extended Information". In there, you will be able to find information wrt whether an attribute data type is 3-float or vector type, etc. POPs don't behave quite like SOPs. In a way, you almost want to think of POPnet as single SOP node, in which you are defining the rules of particle behaviour inside a SOP node. If this makes any sense. HTH -A.
  8. I was actually hoping that tridivide would do the job, but the "number split" doesn't seemed to be doing it all at once for all primitives. I wondered if this is by design or if this is a bug... So as a work around, I did this [attachment]. Not ideal for intensive scenario. There are other approaches, but I haven't explore them at the moment. alexlim_trisplit_v1.hipnc
  9. urgh. I am hungry now... Merry Christmas.
  10. You can just save out the tiff or exr or whatever format that Houdini will read, and then use icp to convert it to .rat format.
  11. Hi. You may need to try to use grouping method to act as a mask to further define your particle events. So that things that are in a group would be forced to stop, or that certain things in the group would become active.
  12. Well, if your point count is equal to your primitive count, you could just do inside PointSOP's Normal field: prim("../myPrimSop", $PT, "N", 0) prim("../myPrimSop", $PT, "N", 1) prim("../myPrimSop", $PT, "N", 2) and that'll get you the primitive normal onto your point. AttribPromote can do as well, but it all depends on your situations. HTH.
  13. Hi, you might be able to use Trace SOP for something like that depending on your situation. Trace SOP can still create a "gap" between those edges that may not be desirable if it's close up...
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