Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. Today
  3. npoints('../curve1') is the expression you might be looking for.
  4. How is it possible to get the "number of points" of some object into a parameter of another note. If we have a curve with 100pts, and another curve that we wanna resample, using the same point count in the resample nodes "Segment" parameter, but they are in different streams.
  5. Hello guys, I am draping some kind of dress around my model. It works fine but then, when I start my sim and my model starts walking, the dress doesn't collide at all. Everything is connected properly, I am following the Vellum Drape masterclass. I am not sure if this is the reason but the topology of my model is constantly changing each frame. Could this be the reason and if yes, how could I make it not change? I tried point deform but that is not working. An issue I think is that the arms of my model sometimes merges with the hips as it is walking, but this is wanted. Any ideas? Cheers!!
  6. Hello guys, I am draping some kind of dress around my model. It works fine but then, when I start my sim and my model starts walking, the dress doesn't collide at all. Everything is connected properly, I am following the Vellum Drape masterclass. I am not sure if this is the reason but the mesh of my model is constantly changing each frame. Could this be the reason and if yes, how could I make it not change? I tried point deform but that is not working. An issue I think is that the arms of my model sometimes merges with the hips as it is walking, but this is wanted. Any ideas? Cheers!!
  7. Render a simulation

    HI All, Sorry for my question as It can be very easy for someone that knows how to use Houdini but I am a beginner and I cannot find a solution.. I am just trying to render a flow simulation but instead to render the flow simulation It renders a grey object , I suppose It s the initial geometry... How to hide It in the render ? I have attached here 2 screenshots to show you better what I mean annd hope you can help, Thanks a lot !
  8. Burn vs Fuel

    Hello, I am following a few tutorials on how to make an explosion/fire. Some of them use the attribute burn and others use fuel. Can I please know if there is any difference between the two? Thank you very much.
  9. Flower RnD

    Just a simple rendering / tutorial for my patreons. Simple CC.
  10. Instancing tree leaves?

    Hello @tamagochy Would you mind explaining this in more detail? What are the steps one should take to build the matrices and rotate the leaf instance in accordance with the deforming geometry? Edit: Not a problem. I've figured it out! I'll post an update with my results for anyone who's interested or needs this as a reference for their own setups.
  11. Same value in an attribute.

    attribute create: set Group Type to Points. set Group to which points should receive new value. (This should be setup the same way as the attribute. Such as if attribute "a" is a float, "Type" should be float. If it's a vector, "Type" should be vector) Attribute Wrangle: set Group to points that should receive new value get attribute and define value i@a = (value); Attribute Adjust Integer/Float/Vector: set Group to points that should receive new value Which attribute Set constant value All these have a similar result to this:
  12. Randomise Light Hue Colour [SOLVED]

    Hi laurups, thanks so much for this! I had used a similar expression once before to lock an object to a specific point on another object. I forgot this can be used to access all the different point attributes too. Thank you for this, and the clear explanation!
  13. Yesterday
  14. Hello, I have a short looping Redshift proxy being scattered using the Copy To Points SOP (a simple bouncing ball just for a test). How would I go about randomly offsetting the animation time so the balls aren't all bouncing at exactly the same time? HIP file and RS Proxy sequence attached RS_Proxy_Randomise_Sequence_Offset.hip RS_Proxy_Sequence.rar
  15. CurlNoise + Vex Help :(

    Run Over Numbers I like It make some Noise ,Have Fun @Teteerck float height(vector p; float f; float a){ return a *anoise(p*f,3,0.1,1); } float dim = sqrt(@numelem); float f = 0.1; float a = 0.2 *dim; vector cur_p; cur_p.x = @elemnum% dim; cur_p.z = @elemnum/ dim; cur_p.y = height(cur_p,f,a); if (cur_p.x < dim -1 && cur_p.z <dim-1){ vector next_p1; next_p1.x = (@elemnum+1)% dim ; next_p1.z = (@elemnum+1)/ dim ; next_p1.y = height (next_p1.y,f,a); float slopex = ( next_p1.y -cur_p.y)/(next_p1.x-cur_p.x); vector next_p2; next_p2.x = (@elemnum+1)% dim ; next_p2.z = (@elemnum+1)/ dim ; next_p2.y = height (next_p2.y,f,a); float slopez = ( next_p2.y -cur_p.y)/(next_p2.x-cur_p.x); vector n = set (slopex, 0, slopez); setpointattrib (0,"N",0,n); addpoint (0,cur_p/(dim-1)); }
  16. While loop in VOP

    Nice ex
  17. While loop in VOP

    thank you , we should use a compare and connect to the end while node condition , that was my mistake
  18. While loop in VOP

    Maybe it Can be Helpful to someone While_Loop.hiplc
  19. While loop in VOP

    how does while loop work in VOP?
  20. If you have connected the texture directly to the output, then no lighting is calculated. Try putting a material between the two nodes.
  21. CurlNoise + Vex Help :(

    You could call the more extended version of curl noise directly. There is a periodic version that might help with the tiling. You need to include the voplib.h to access these extended functions, which are basically what VOPs wraps. vector freq = chv("Frequency"); vector off = chv("Offset"); #include <voplib.h> vector noise = vop_curlNoiseVP(@P, freq, off, { 0, 0, 0 }, "pnoise", "", 3, 0, 1, 0.5, 1, 1, 1, 0.0001); // Laydown along an axis. v@N = cross(noise,{0,0,1});
  22. yes! very similar to this.
  23. Volume Slice to Texture

    Not sure if this is the best way to do this, but you can use volumesample() to get attributes on a plane. It should be easier to bake this than a volume slice, as you'll have uv. The plane's rows / columns number will set your texture resolution (1 face = 1 pixel) volumesample.hip
  24. Seems to work like a charm with nearpoint(), thanks. Double checking by trying to get sample density on a point near the side which is not supposed to have any density, the data seem correct. I think vicvvsh is right: it's a volume visualizer error.
  25. Hi there! Houdini noob here ^^ Some days ago I found this image on the internet and I really liked it so I thought about trying to replicate it but maybe animating it hehe to me it seemed like it could be made using curl noise fields so I followed the entagma's vex 101 tutorial and I manage to make this little animation as a test, and I really liked it. I think is pretty close to the image, BUT i have 2 issues with it that i don't really know how to fix or adjust a little, so i was wondering is maybe some of you guys could help me a bit or at least guide me to the right path. https://imgur.com/a/wyg2zMS First: Looping it, is it possible to loop The curlnoise or the curlxnoise? Or is there any other noise function that would produce a similar result but easier to loop Second: Is there any way to soften the curlnoise behavior in these spots? https://imgur.com/a/rLB40Hf My best idea so far i just placing the camera in a place where these intersections aren't in frame haha but would love to know if it's possible at least to make those somewhat less dramatic? CurlNoiseTest_v1.hip
  26. How to clump vellum grains - Help!

    you can use vellumconstraints node and set constraint type to Glue group type to points.or just use connectadjacentpieces node and then add necessary attribute as type stiffness.
  27. Houdini 19 Wishlist

    - animation Mixer/Sequencer a la XSI/Maya - camera Mixer/Sequencer a la XSI/Maya - parallel rig evaluation like in Maya https://download.autodesk.com/us/company/files/UsingParallelMaya/2020/UsingParallelMaya.pdf - better outliner like in Blender/Maya , with ability to parent, organize, sort, rename all elements in your scene in a Hierarchical way without using the node tree. - nodal context to create GLSL viewport shaders from nodes + glsl wrangle like maya shaderfx or babylon.js editor - ability to export GLSL shading trees to UE/Unity - 2d post process in the OpenGL viewport [ bloom, grain, vignet, CC ] - reflection/light probe + screen space reflection for viewport - ROP openGL that actually work as expected with 100% viewport fidelity - MOPS kind of OTL integrated by default a la gamedevtool , but in the idea to have mographdevtool - COPS on steroid - CHOPS on steroid - do not force USD workflow by default let the choice to use it or not, small boutique might not need USD
  1. Load more activity
×