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chiess

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    Christopher

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  1. Hi, @magneto: yep, that is exactly what I am doing right now, using the ray sop. The result is ok, but could be better. Maybe I am doing something wrong though. @Pradeep Barua: Thanks for the example files, will have a look asap!
  2. Hi magento, Thanks! Yes, I was thinking about it, but was really looking for a solution without using volumes. The geometries I get are very complex and would need a couple steps to get nice looking volumes out (creating a waterproof hull with vdb's etc.). For a procedural solution (many different forms of geometry) this might be too much in the end, as of, too many steps which are extremely dependent on the input geometry. However, I think there is no "easy" way around it anyway. Thanks!
  3. Hi, I am not sure how I should search for that topic, but I have following issue: Two objects are colliding with each other. How do I figure out how deep one object (the individual points) went into the other object. At the moment, I am using a attribTransfer to figure out which points are colliding (run them through a sop solver and simply color them red for now). But I didn't find a good solution to figure out the depth of the points inside the other object. The solution I am currently using (but I am absolutely not satisfied with it), is a ray sop with distance attribute and reverse normals. It is a very ugly solution and depends heavily on the collision object geometry and their normal directions. I am pretty sure that issue is very common and there are better solutions out there . If anyone knows a better solution and/or has a link to another discussion that already talked about it, that would be great! Thanks, chiess
  4. Thanks magneto and mantragora! @magneto: Unfortunately I am still using 12.1, no wrangle nodes . If you know a way how to do it without those nodes, please let me know. @mantragora: Thanks, that looks really nice. I would have never thought about the buldge sop for that effect. I'll change it into vopsops (whatever is possible) and will post it here again, if anyone else wants to see it. Thanks!
  5. Hi, I've quickly created a simple setup, which adds normals on points - pointing away from a specific point. To be honest, I don't really like the way my setup works, because I am translating the area to the worldspace center, create the "exploading" normals (Pointposition -> Point normals), and then reposition the points back into their original position. It gives me the desired result, but I would prefer to solve this via vopsops (or any other faster method). The big disadvantage with this method I have right now is, that it only works from one specific position of the pointcloud. Since I am centering the points, it doesn't work if I want to have multiple "exploding" pointnormals within the same pointcloud. I thought of creating a foreach for each point and setting its normals to a specific direction, but that is overkill I suppose and doesn't sound very ... smart Any advice would be great! Thanks, Chris normalsDirection_01.hip
  6. @kleer01, yea, I've started to use vopsops a lot nowadays and I am really sad that I can't remember ANYTHING from my maths classes and all the vector calculations . Same as you, I am sitting next to very experienced artists, but due to tight schedules, I can't bring it over myself to bother them. I rather spend more time to figure it out myself somehow (and using odforce ). @Loudsubs, thanks for the great references and sorry for the delayed response, completely forgot about that thread! I'll definitely check out the math primer and the cmivfx videos - especially the directable particles one. I am currently trying to direct smoke via point clouds by creating customized velocity on the points (via vopsops). I've spend many many many hours in vopsops the last 3 weeks and I've learned freaking a lot so far. At the moment I am trying to figure out some good ways how to use quaternions and the cross product. I kind of know how it works, but it feels like a "try & error" approach rather than knowing what to use when and where. @kev2: totally agree with you. Syntax examples and more practical examples (short ones are good enough) would be great.
  7. Thanks anim! It worked nicely. It is weird though that it only takes strings as possibility to connect them with each other. A quick function ala str(xxx) would have helped a lot in such cases. But I guess, that is why you have the option to use VEX like magneto said.
  8. I would love to try it, but unfortunately attribWrangle is only available in 12.5, and I am still using 12.1
  9. Do you mean like this as expression in a constant inputfield ? ch(sprintf("../../cpt%dx", randomAttrib)) Not working, so I guess not Can you show me a quick example please, that would be great. Thanks magneto EDIT: Hmm, it looks like I have to use a VEX node and write a short line of code somehow in there. (never used the VEX node before, no idea how it works yet, but very curious). It seems to give me a lot more power overall, or is that wrong?
  10. Thanks magneto! I have another question which you (or anyone really) probably know the answer. What is the syntax for dynamic channel referencing? I couldn't find a real answer online so far. For example: I have a parameter field which is called cpt1x, another one which is called cpt2x, etc. I know have a constant in a vopsop which references those parameters, like ch("../cpt1x"). The problem I have now, is that the 1 in the ch() should by dynamic, such as ch("../cpt" + attribute + "x") I don't really know what the correct syntax could be in Houdini to achieve that? Thanks, Chris
  11. HA!, thanks a lot magneto... perfect advice You just need to create a folder and set it to "Multiparm Block (list)". Then simply add the parameter input fields you need as sub-tree. Thanks! EDIT: it makes me sad that I couldn't figure that out by myself and had to create a topic for it
  12. Hi, At the moment, I have a simple NURBS line with 2 control points. This setup is stored in a subnet. The position of these 2 points can be modified via parameters on the subnet (basically each of them is linked to a transform node). But, to make it better, I want to choose the number of control points my line could have. In that case, I need more position-parameters on the subnet to control each of these points. Is there a way to dynamically create new parameters on a node? For example, I give the "Number of control points"-parameter the number 4, which means, I want to have 4 control points on my line. How can I dynamically add 4 additional parameters to the subnet, each controlling another point. Maybe via python? Examples would always be helpful, but an advice towards the right direction would also help a lot. (I was thinking of adding transform nodes with a foreach node. In that case each of them has its own transform node. I then need to feed in the control point number and link it to the correct parameters on the subnet-node) Thanks, Chris
  13. Hi, I often walk through houdini files from other artists (I am quite sure many of them are seniors) and they all have one thing in common. Heavy use of vopsops and voppops. I was wondering now, is there a way to train yourself in these areas somehow? There are not a lot tutorials out there for such topics. Most of them cover really tiny areas. I would love to see some kind of exercises, examples, a range from beginner to advanced user. It already helps to have those files to look at, but it is kind of hard (or takes an immense amount of time) to walk through all those nodes (which many of them are customized anyway) and understand every single bit without anyone to ask really. And obviously, all these setups are made for a specific effect and are quite unique. It would be great to understand a nodes (and a connection of multiple nodes) purpose in general. The help documentation is good, but not great and it often ends in more questions afterwards. Is there any website or tutorial you would recommend when someone wants to get serious with vopsop's and voppop's? Or, to all those masterminds out there, what was your approach to familiarize yourself in these areas? Thanks, Chris
  14. Thanks ChristianW, That works great! I'll look a bit more inside your dopnet node to understand what actually is going on. I got it working as well, by using shelf-tools (which I actually don't really like) and the only difference I could find to my manual setup and the shelf tool setup is basically the Velocity Volumes input field. In my setup I just assigned the "import_smokefields" node, which apparently is wrong. I thought it would recognize the velocity by itself. While the shelf tool setup uses "/obj/AutoDopNetwork:`arg(dopobjscreatedby("/obj/AutoDopNetwork/pyro1"), 0)`/vel" as Velocity Volumes input. It looks like you have to specify exactly where to get the velocity from. I am not sure though and don't know how to get to such input via the select-options. I guess the /vel specifies the attribute to look after (in that case, velocity)? Thanks!
  15. Hi, I have a similar problem with particles not behaving correctly. I've attached a very simple scene. The particles get advected, but not entirely correct. I am not sure why it happens. The particles basically move away from the fluid simulation, instead of staying "inside" and just being affected by it. I can't figure out what I did wrong or which attribute I missed to change. If someone can have a quick look at it (I am pretty sure its quick, the scene consists only basic stuff), that would be great! Thank you, Chris advectedParticles_01.hipnc
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