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rurik

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    Alex
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  1. Thanks! I tried all those things with no luck... Here is the EPS Very grateful if you can help track this issue down! https://www.dropbox.com/s/s55mp8jptpis9ks/WIP_Vector.eps?dl=0
  2. I tried that...no dice... What's weird is that this all works fine with a Font SOP, but just not with an imported EPS...
  3. Yes, I did...Doesn't seem to make a difference
  4. Hello In H14, I'm having an issue where importing an EPS file, extruding it and then using the shelf tools for Flip Fluids just doens't create any particles or fluids. If I lay down a sphere and use the same shelf tools, everything works as expected, but strangely the extruded EPS doesn't seem to work. I'm not getting any errors anywhere, just nothing being generated...All the DOPS seem fine, pointing to the right things etc.... What could I be doing wrong? Thanks
  5. Ah that is a great strategy! What I'm trying to do is re-create something I learned for CInema4d, where using some simple vector math I'm able to create a tool to move a series of copies of objects between two guide objects...It is more of an exercise than a real life project, as Houdini has different tools, but I thought it would be a good way to break in a deeper understanding of vector play in VOPS. Thanks!
  6. If I'm trying to do some positioning of an object based on the position of two other objects, and I'm trying to do that in VOPS, is the best way to have my main object in Input 0 of a VOPSOP and then the two reference objects plugged into inputs 1 and 2, with importAttrib VOPs bringing in P data? It seems like a limiting approach and wondering if there is a better way... Thanks
  7. I'm a bit dumbfounded...I can't seem to find the Orbit POP in H13? It seems to not be in any of the new POP tools (but is still there in the old ones).. Does it just get replaced by the Axis force POP? Thanks
  8. Are you using H13? I assume you used the shelf, since you have an "autodop" and not just a dopnet? It looks like unless I do things manually I can't quite get your setup..If you are using H13, which shelf tool did you use? Thanks again
  9. Thanks for sending these...The second one makes a lot of sense, but I think your setup is different than what the shelf is giving me, which is maybe part of my problem. I can see in your sphere object, that you are going through a pointsfromVolume SOP and then doing your attribtransfer there, which makes sense... When I use the shelf tool ("FlipFluidFromObject") I get a very different setup. I'll try to roll my own SOP>DOP>SOP chain and see if I can re-create what you did, which is exactly what I'm after... Thanks for taking the time to make these example files! Alex
  10. Thanks Adam The Obj I'm importing comes in with a set of UV's. They come in as Vertex attributes, so I'm promoting them as Point attributes. Then I put a Rest SOP at the end of my SOP tree, and then object merge that into the "my_geo_fluid" op, where all the surfacing is happening. I use the Object Merge to read in the color values, and then apply them to the "fluid geometry". So far so good, which tells me the UV's are actually being read...However what I think is not being read is the Rest position... So I'm confused as to where it needs to be set... See the screenshots of my current setup attached. I wonder if at a glance it is easy to see what I'm doing wrong. Thanks for your help! Alex
  11. Hello I have a piece of geometry with a set of UV's. Using the Shelf, I'm making my geo into a FLIP fluid. Then I want to apply my texture, which is based on the UV's from the original geo, to the Fluid version of the geo. My setup so far goes inside the "my_geo_fluid" OP, and brings in a copy of the original geo. I use an attribfrommap SOP to transfer the Cd values of my original texture to the meshed fluid object, and that works fine. However the color does not stick to the points. If I try to transfer the UV's from my original geo to the meshed fluid geo, I get an error because they don't have the same topology... So what is the best way to do this? Thanks!
  12. Hello I have an imported OBJ file that has embedded UV's. I'm transforming the object into a flip simulation so that it slowly melts over time. I would like to have a texture map to the flip simulation as it maps to the existing geometry. I'm trying to transfer the UV's from the imported OBJ to the Flip simulation by using an Attribute transfer that grabs the UV's from the vertices in the object, promotes them to points, and finally transfers them to the imported DOP geo. However this solution doesn't seem to work, as the texture is seeminingly being mapped to each particle, instead of to the simulation as a whole (hope this makes sense). Is there a better way to do this? Using an attributefrommap SOP maybe? Thanks
  13. Hmm, I tried the first method, where I use an attributecreate and create a $POS local variable that reads the $TX,$TY,$TZ of my object. Then I modified Eetu's expression to ------ This torus is `("../attribcreate1", $POS)` units wide ------- But I'm clearly not using the right syntax in this case right? Thanks!
  14. Thanks! So what would be a good way to access attributes that are not local variables? For example 'v' or 'p' Thanks!
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