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esamelshandedy joined the community
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How to add edge loop onto mesh using ch ramps
animatrix replied to newbielearner's topic in Modeling
Hi, There are many ways to do this. Here is one way: float m = ch("multiplier"); float y = relbbox ( 0, @P ).y; @P.x += chramp("displace", y) * m; - Yesterday
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weizevfx joined the community
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Hi; I have a metahuman character that I imported into Solaris through the SceneImport SOP. The MH character has all its materials inside material networks in the MHImportCharacterRig node in a geo network. I know that I can lock the viewport to Solaris and dive into the obj level mat network and work my way from there. But I was just wondering if this was at all possible. Thank you; AJ
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Kenlor24 joined the community
- Last week
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Search google houdini revolve, there are many examples of usecases. revolve.hipnc
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hello! i was watching a video online and found that the edge loops can be added with ramps.. and i find it quite efficient, i am not sure how this is done after trying a few methods like poly split and researching around ramps and points. could anyone share some guidance :)? thank you! video link here ( )
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newbielearner joined the community
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Control Particle Collision Relationships
fencer replied to Goldfish's topic in General Houdini Questions
Try popcollisionignore POP_Collider_Relationships_POP_Collision_Detect_v02.hipnc -
Khorneaiu joined the community
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I am trying to create a Particle/Grain simulation in which I can control which particles collide with certain static objects. I have successfully set up the simulation using two methods but they both have shortcomings and am wondering if there is a more elegant solution. Ideally, the relationships could be determined on a POP source or POP group basis. First, I tried using POP Collision Detect nodes which works but cannot be used with Static Object Colliders and therefore the particles cannot cannot 'bounce' upon collision. Next, I tried using Collide Relationship nodes but had to merge multiple POP solvers in order to have two distinct POP objects that the Collide Relationship nodes can reference. This approach also works but the approach seems incorrect and will require redundant nodes to add things like forces to the entire simulation. Any help or guidance is greatly appreciated. POP_Collider_Relationships_Multiple_POP_Solvers.hiplc POP_Collider_Relationships_POP_Collision_Detect.hiplc
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Matth3w3 joined the community
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Hello guys, I'm about to start effect that is a gunshot piercing a couple of glass lights bulbs I'm following this reference link I've already done a of couple rigid bodies simulation, but specifically glass, the render shouldn't display fractured object beforehand. It should spread, staring from a impact region. I think it should be a mask revealing the edges of the piece, but I'm not sure how to tackle that. please help me
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would be nice if you could send us the scene if you have the time to simplify it .<3
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Alexey Vanzhula started following BLACK FRIDAY — 40% off Modeler 2025
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https://alexeyvanzhula.gumroad.com/l/jaoest/86yivk9
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I wanted to share a quick visual comparison between the SideFX recording of my Houdini HIVE Tokyo 2025 session "Adaptive Fracture Synthesis and Propagation in VEX using OpenSubdiv Limit Surface Derivatives" and my own local QHD capture. The SideFX version is completely fine for watching the presentation, but my recording was captured directly from my display source with no compression loss, so it preserves a lot more clarity across the entire presentation. This includes all geometry details, colors, UI elements, and text. This is one of the main reasons I am preparing my own edited cuts. The attached images show the difference between the two versions. The full END-JPN cut will be posted next, followed later by the English-only version. These edited cuts will be available exclusively to paid members on Patreon.
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Thanks! Ill have a look into it
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Help Pls with (carrig) trailer constraints(SOLVED)
Lightgodlike replied to Lightgodlike's topic in Lounge/General chat
"I found the solution. The whole point is that the Car Rig assigns the attribute name = body to any object you rig. Therefore, we simply use the Attribute String Edit node to rename all the geometry and constraint primitives, as shown in the screenshot, and everything works."- 1 reply
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nice but the scene is super heavy. think thats needed to be simplified
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hi there, I am currently trying out the flow blocks in copernicus H21. With temperature and buoyancy settings in the begin block I can get some nice "fluidy" upwards motion. So far so good. But I am a bit stuck with adding some custom directions.... Is there a simple way to give the flow block a custom buoyancy direction e.g. piping in some custom directions (like centric outwards motion)? When I add some custom central outwards vel - for simplicity a simple uv with uvtransform - and pipe it into v I loose all the nice "buoyancy" detail and get streaky velocity instead. So I definitely need to bring temperature back into the game in order for nice fluid behaviour. Or am I just missing how to correctly combine temperature with custom velocities in order to get nice fluid behaviour with custom directions?
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Lightgodlike changed their profile photo
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Lightgodlike started following Help Pls with (carrig) trailer constraints(SOLVED)
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Is it possible to rig a trailer using the Car Rig node? Right now, if I apply the Car Rig to the truck and use Constrain From Lines to attach the trailer(like layout in 3rd picture) it works -but the trailer has no wheels. And if I try to rig the truck and the trailer as a single object, the CarRig treats them as one mesh, which breaks the whole setup. What I want to achieve is: rig the truck and the trailer separately have the wheels working on both make the trailer automatically turn and follow the truck realistically (like a real semi-trailer) Is there any way to combine both rigs or maybe tweak something inside the CarRig so it supports a trailer setup? Rigging the entire trailer manually would be pretty painful, so I’m hoping there’s a simpler solution.
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Luismarmay started following Blocky Karma Pyro [SOLVED]
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Getting attributes in and out of POPNET (hipfile attached)
Atom replied to Coz_y_not's topic in General Houdini Questions
You may not need any of that. Just activate the "just born group" check box on the PopSource. In the group field type "justborn". Then replace your current popwrangle with a new one where you activate the group and choose the justborn group from the dropdown. Then the vex code is a one liner. Only newly born particle will run that code once. Particles that are not yet born don't exist and won't need the -1. i@birth = @Frame;- 4 replies
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pop_birth_frame_from_solver.hip it should do it usually
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DASH::package v7.1.0 continues the effort to promote ease of use of arrays in Houdini VOPs by providing several utilities to generate, modify, compose and compare them. Also included are some multidimensional data calculations, along with several improvements to the existing toolset. Check the release and the scene examples in the assets' docs: https://github.com/probiner/DASH/releases/tag/v7.1.0
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TheodoreMat started following Random link of interest
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I am really interested in the 4th variation in this video : I found some stuff for the first one (even though I would like to see more microstructures). I was wondering what the "signed area" could mean ? I tried to use the area attribute and distribute it in a -1 to 1 scale to make it signed. Does not do a alot. Also tried making the signed distance field from the points instead of the whole geometry as seen here : (https://dspace.mit.edu/bitstream/handle/1721.1/109911/Bader-2016-Grown%2c Printed%2c and.pdf?sequence=1&isAllowed=y). Does anyone have ideas for implementing this kind of cellular ideas ? Thank you ! Tl_Growth_tests.hipnc
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Maybe this helps: https://procegen.konstantinmagnus.de/wires-connecting-objects
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I checked every frame of the gif, looked into the details, and I thank you so much for taking the time to look into it, however the set up is not clear to me. I feel there are more things in there than what's needed: some nodes always greyed (like attributewrangle2), there is some grouping going on while I need this to affect any and all particles, it's unclear what is the role of _prc attribute wrangle, I can't see what the object merge is bringing in, there is collision involved, ... basically I'm lost, it is definitely a lot of work that is appreciated but I want to keep the objective as simple as "see birth attribute updated after popnet in the geometry, and have only the absolute minimum required to see it", no other nodes, groups, collisions, or anything that is not strictly required to achieve this one and only objective. this will help, many thanks.
- 4 replies
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- attributes
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