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  1. Yesterday
  2. pcopen works on all cloud, in pcfilter it take only first 5 points to average attribute. If you need just 5 points numbers you can use nearpoints function
  3. I'm using pointclouds in a pop wrangle, and my understanding of the pcsize function is that it returns the amount of points in a pointcloud. However, in my pcopen, I have the maxpoints set to 5. pc = pcopen(0,'P',@P,sRadius,5); Despite this, pcsize(pc) always returns 1000 (the total amount of points in my sim). if I do a pciterate while loop with a counter, that returns the correct amount of points in the radius however, so I know the point cloud is respecting the maxpoints parameter to some extent. Is this expected behaviour, if so, what is the purpose of the pcsize function?
  4. I have changed the mesh flow, and now the geometry is broken. It's important for me to maintain this flow, but I would need to have clean geo. I tried to project it onto the original mesh, but I can't make it work. Any ideas Example SeedOfLife0001.hiplc
  5. thanks @konstantin magnus, all really helpful!
  6. Hi, does anyone know what the proper workflow is to bake Mixamo animation to the get access to the keyframed data. I want to edit the keyframes, but when I bake it to the RigPoseNode the transformations get messed up. The joints get lengthened or something. The red character on the attached video shows the proper transformation and the other one the result after baking. Thanks, Mirta KineFX_faulty bake.mp4
  7. I went with Worley noise node, i'm happy with this result but it still needs lot more details, my first time using COPs and I'm liking it
  8. Last week
  9. Found this article about animation pressure gradually : https://www.sidefx.com/docs/houdini/vellum/pressure.html .
  10. You can use it wherever AOVs are defined, e.g. in a rendervar lop. Just change the source type to "LPE" and write your expression into the soruce name.
  11. I'm trying to add Ramp to Dome light in the node view to create my custom background, but I can't figure out how to make it work in the latest version of Redshift 2025.6.0. I know I can add an image, and it works, but in this case, I want to plug in a node. The RS forum is down ATM, so trying my luck here.
  12. Perhaps you could leverage FLIP viscosity hardening over time?
  13. Here's a HIP file that demonstrates FLIP viscosity hardening over time. ap_flip_viscosity_stack_harden_100920.hiplc
  14. Hi, I would like to render a 360° panorama with depth and motion vector aovs. But no matter what I do even in that simple example scene I get these weird gadients in my aovs scene Viewport Anyone know how to fix that?
  15. Hello, I'm trying to create an obsidian texture in COP using Fractal noise node that problem I'm facing is this node does not have an id output so I tried segment by value node but i didn't get the results i needed, I'm trying to get every chunk generated have its own textures values and orientations. If there is a way to achieve this effect using Worley noise I'll be glad to use that node since it has it's own id output Any idea or guidance will be much appreciated Thank you
  16. typo upper case "P" instead of "p" in the wrangle
  17. Hey Wizards! I'm trying to achieve the Mograph liquid effect Mark Fancher is explaining in a Hive video 4 year ago (Here is the video). I'm stuck at 12min30 where he explains the Lerp function into an AttributeWrangler. I've been stuck for about an hour not able to find my mistake or the reason for my result (the green and blue circle in the image). It looks like all the points in the mask are lerping into the world origin. Someone could take a look at my file and guide me to a solution? Mark Fancher Liquid formation.hiplc
  18. Earlier
  19. You can store the velocity pre-advection in a different attribute each frame, and copy it back to v post-advection if the volume sample turns out negative.
  20. Unfortunately vops knowledge is fairly limited. I somewhat understand the process but would get definitely get stuck. Would that entail first comparing whether the particle is inside or outside of the volume, then working out the vector the particle was last using while still inside the volume and lastly transferring that vector to the velocity of the particle if it were no longer inside the volume?
  21. It seems for me everything above the node using `lopinputprims('.', 0)` would be affected. I've just updated to a newer version of Houdini and the expression does indeed ONLY affect the first primitive piped into the operator! Kind of makes this question redundant as all that was required was an update. Thanks for your help @PixelNinja
  22. The second argument specifies which input. So 0 for first input, 1 for second, etc. Is that what you mean? It will also only affect the most recently modified primitives on that input. https://www.sidefx.com/docs/houdini/expressions/lopinputprims.html
  23. That seems to be the default expression in the primitives field and affects all primitives piping into the current node. Is there an expression to use that applies the operation to the first connected node only?
  24. @millsy Check this to take it further: https://procegen.konstantinmagnus.de/wicker-basket
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