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  1. Yesterday
  2. In the attached scene; I'm attempting to copy the methods used in this tutorial. Although I'm using the scattered points to get the distance each primitive sphere to UV attribute. It's writing a very low value color on the grid which I cannot see ? SDFBasics.hiplc
  3. Last week
  4. Right, ok! This makes more sense. Thank's so much for this Igor, this is a huge help in understanding this workflow a lot better. I'm sure this will be a valuable thread for the community to follow too. - Glenn
  5. here is fixed version, one of main problems in your scene is that your bound that you use for cuting fields is not matching your cache sim domin, you need to think about that every sim first have small reseed boundry most of time 0.5, you need to remove that before doing any combine, and also when you are doing wwater sims blend_low_high_03.hipnc
  6. Thanks so much @CeeGee for the help in adjusting the surface field. So great to hear from the man himself! I appreciate the images of your vop networks too, however I'm still having difficulty with blending the vel. I'm using a volume trail to visualise the vel field after blending the high and low res fields, but the vop net doesn't seem to be making any changes to the vel field? It doesn't look like there is any blending working here at all. I have the vop net setup the same as your example image.
  7. Thank you Tesan Srdjan you understood correctly what I was trying to achieve unforunately I don't have much expertise in VEX. Could you please explain how it works and provide more details on how to implement it in the network ? If feasible, could you upload example file for my better understanding ? Additionally, I would like to confirm if your curve is already animated, and you perform the simulation on top of it?
  8. @gregjenings if you mean this .. if (@ptnum <= chi("pin_group")) i@group_pin = 1; float locate = float(@ptnum) / float(@numpt); float ramp = chramp("stiffness_ramp", locate); float pow = chf("stiffness_power"); f@stiffness = pow(fit01(ramp, 1.0, 18.0), pow);
  9. Hi, In his scene there was few problems with vdb operation, attribute transfer stuff. His scene is very small, i meen upres region is close to same low res sim, so it can be tricky to blend all edges. This is fixed version blend_low_high_02.hipnc
  10. That does help, but I'm still playing around with the OP's hip file and can't seem to eliminate the edge. What input min/max values are you using inside the FIT nodes? I assume the fit remaps to 0-1 to drive the ramps?
  11. Maybe this can help Blend surface - what i am doing is sample from low mesh position with attribut trasnfer on high res mesh, and then using bbox of high res sim domain, converting to volume, and finaly using it ask maks, then blending low_P and original high res P with that volume maks, so that high res mesh P blend into low res P and edges are matching| - then converting back to vdb and using as surface field for wwater or layer on for meshing Blend vel - same idea like surface - resample low res vel to match high res vel, bring them both into vop, with same maks, and just blend then like surf field, and export as new vel Thats all, its very simple idea, it was more to make something working for my tests Hope this help
  12. Hi, I have this code working on Linux but not on Windows. Could anyone tell me why ? Probably the issue is from Windows side: UI not refreshes when operation needs update (zoom etc.), but updates when I click outside the Houdini window (Desktop). window = hou.ui.mainQtWindow() hou.ui.setHideAllMinimizedStowbars(not window.isFullScreen()) if window.isFullScreen(): window.showMaximized() else: window.showFullScreen()
  13. I played around with that and got some help on a Discord. It's hard to see in the video, but inside the VOP blending the @vel, there are two types of volume samples. The top one is a volumesamplev (used to sample vectors such as velocity) and the bottom one is a volumesample (used to sample floats such as density). Try swapping your top volumesample node with a volumesamplev.
  14. During the simulation, there was a Houdini software issue. The disappearance of hair begins. Please explain the causes of the problem. I made the file available for download. Hair_Sim.rar
  15. Hello Houdini wizards! I'd love to hear from anyone who has blended high and low res flip ocean sims together. I've been studying Igor's HUG presentation on combining low and high res FLIP surface and vel fields. He goes into quite a bit of depth on the subject, but not quite exactly what's going on inside his attribute transfer vops. I've built a network following along very closely to what he's done, but I'm not quite getting the correct result with my two yellow vop networks. These are supposed to blend the edges of the high res surface and vel fields into the low res fields. If anyone has tried a similar approach to what Igor is showing us here, I'd love to hear your thoughts! .hip file attached of where I'm up to in this difficult process. ..and to help out, I've also uploaded the high and low res cache frames so you don't need to export a cache. You can either grab the full cache, or just a single frame from the middle of the sim. Both caches can be downloaded here blend_low_high.hipnc
  16. I'm trying to set a background using backgroundplateNode during rendering, but I'm having trouble with the output image from rendering not reflecting the background. Any ideas are welcome. sample.hiplc
  17. Thanks @animatrix Do you have an example of this working? I don't see any change when adding this. This also required the attribute name 'dist' to be known beforehand. I tried to use the detail expression here to read the stored detail attribute called 'dist' but it seems the vex parameter field is unable to read detail strings.
  18. It would be nice to have a new Houdini Engine licensing policies. Today if you are a small company with floating license. You have to pay $795 per year per machine which is perfectly fine. Paying a fee when you do use houdini in batch mode, is perfectly fair. You need to use mantra / karma / or any Dop / Sop processing on your farm it's ok to pay the right to access Houdini. But when you need to just render a scene in an external engine, a scene that just contain loaders to .bgeo / .abc / .vdb files in Arnold / Vray / Redshift / Octane, i don't find fair to have to pay the full price to just open the scene and send it to the engine on the renderfarm. I just don't render or process anything with houdini, i just send my scene to the external render. Thus each time i said in place i work that it would be better to switch the render to houdini and stop using the other software i would not name, i always get this answer. How much it cost ? And in fact when using arnold for exemple which is $500 per year, you have to add the $795 cost to each arnold license, thus $1295. so it cost a lot More. So they always said, why do you want to pay 1295$ per machine while it cost only $500 with the other software. Why do we should pay the right to send our scene on the farm $795 ? I could do full .ass export for each scene but in small shops where there are not strong pipe dev or houdini dev it's rarely an option. And when company use a mix of render engine you add another layer of complexity. My point is that it would be great to have - Houdini Engine , an engine that process data or render image using houdini tech and that cost $795 for accessing this technology - Houdini Batch which basically would only open a scene and let the external render engine render it, be free or cost much less , because it do much less. Cheers
  19. you can use the sweep node or use point split point_and_prim_cound_changes.hiplc
  20. Still going against your recommendation of using backticks in a wrangle though @animatrix I'm so close to achieving this in two wrangles - Please see attached hipfile. I'm only stuck at the very last step. Everything is procedural, right up until the very last line of vex when writing back to the dist attribute. I have the word 'dist' stored as a detail string attribute, but am not able to use it when writing a float attribute name. For example I want to write to an attribute called f@dist, but instead of using the word 'dist' I'd like to take that stored string and use it in place of the word 'dist' like: f@**insert stored string here** I currently have to explicitly state: f@dist = fit((@dist), min, max, max, min); promote_min_max_v02.hipnc
  21. I guess I'm just trying to do this with as few nodes as possible. I've used the attribute promote method in the past, but this requires two nodes, one for min, the other for max. I like the simplicity of a single wrangle. I'm more of a fan of saving vex snippets than building HDAs, I feel like the scene file is easier to share this way too. Thanks for including your example, although I'd still like to try achieve this result with the two wrangles if at all possible. I never realised this about backtick expressions. Good to know, thanks.
  22. Hello! I was wondering if there is a more efficient and exact way to accomplish a pulsed particle emission of one particle at a time per pulse. I am trying to get an emission of one particle per pulse that I can then ramp up the pulsing emission over time. With my attempt I have gotten close here but I am getting multiple particles per pulse right now and not a smooth ramp of slow to fast over the time that I need. I have attached my hip file in the hopes that you guys could take a look and help direct me on how I can accomplish this with what I have done and suggest any other method that might help me get to what I need it to do. Thank you. best, Christian PulsedEmission.hip
  23. in attached hip file, I animate the offset of a mountain node, then feed it to a polywire. The problem is that each frame the polywire recomputes and comes up with a different cound for points and primitives. Can animate while keeping the same number of points and primitives? is it even possible? I'm thinking about the issues I will have when shading/texturing if prim and point count keeps changing. point_and_prim_cound_changes.hiplc
  24. Have been following this great tutorial by Entagma and it works great, but I cannot find any info on how to export the pointcloud with the stable diffusion texture/color. Anyone knows how this can be achieved?
  25. Thank you so much - this is really useful. Appreciate your time. Rich!
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