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  1. Past hour
  2. cleaning traced letter line

    Sorry for the late reply, was ill for few days. After a little modifying for my needs the sorting example helped me out. Again, thanks a lot.
  3. Today
  4. Make smoke stick to particles

    check hip file maybe help u to get what u want . twister.rar
  5. Make smoke stick to particles

    This could help you too: https://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Tornado
  6. Vellum Collision Problems

    FYI I got this working. the problem was with using a deforming volume based collision. Vellum seems to really want surface based collisions. My mothodology was off. I was trying to fix the sim,but I should have been fixing the collisions. Once penetrations and clipping was resolved everything worked great!
  7. visualizing array in viewport

    Hi, I noticed when I visualize my array attribute in the viewport I get strange numbers that show up. What exactly are these numbers? Thanks array_viz.hipnc
  8. Yesterday
  9. pcfind function question

    @anim Thank you for the reply anim. Not sure I understand fully. How is the pcfind function searching for the closest point ? Isn't it based of distance? Why would it matter if the @Cd value is the same . Thank you
  10. Puppet controlled by strings (Marionette)

    Uh I found yessss https://www.youtube.com/watch?v=V9Z5ma-o6vI
  11. Ready (reaction-diffusion systems)

    I knew it for old stuff by Danwills Here its noncommercial version that support import of .VTI files Direct to Houdini github.com/GollyGang/ready/tree/gh-pages/Scripts Ready is a program for exploring continuous and discrete cellular automata, including reaction-diffusion systems, on grids and arbitrary meshes. OpenCL is used as the computation engine, to take advantage of the many-core architectures on graphics cards and modern CPUs. OpenCL also allows rules to be written in a text format and compiled on the fly. Ready supports a compact XML-based file format so that images and rules can be shared easily. Ready supports 1D, 2D and 3D data, as well as polygonal and polyhedral meshes. Endless Possibility now for patterns Yupiiii ..Have Fun
  12. Gravity not working properly

    put an "enable solver" . with $SF==6 in your sim
  13. HUD-FUI-UI-DESIGN IN HOUDINI

    Nice man, great resources too!
  14. I' m trying to male RIGIDS III just bought from CGCircuit but my helicopter when I put active=1 in my sop solver go upward and not downward ?? Any idea Rigids_III.3.hiplc
  15. HUD-FUI-UI-DESIGN IN HOUDINI

    Only sharing files and links for peoples that want to learn ..including mine self Here its snippets(File) useful for Tricks and Links for Video Tut INC ...WITH FILE. https://vimeo.com/454127040 https://vimeo.com/207724703 https://vimeo.com/305429043 uiHud.hiplc
  16. Motion vector not working

    Thank you Haggi, I was looking for the trail sop but forget the name.. Nems.
  17. Motion vector not working

    I suppose that's because the optransform() returns identity matrices only in your case. What about using a trail sop to calculate the velocity automatically? Or use a timeshift to calculate the previous point position.
  18. How to fracture bricks for sim?

    Thanks man this works great! Yeah the problem was my UVs It was too small. Anyway thanks a bunch!
  19. Hi guys, I can't make motion vector working in my scene even with a wrangler point to activate it.. Any help? Thank you. MotionVector.hip
  20. A small fluid-related question

    Hi, Currently, I'm working on a small sim where a character gradually fills up with water. I'm trying to have more control over the emission rate, when using the emit particle fluid shelf tool. It seems like the "Scale Source Volume" slider on the Volume Source DOP has been removed. Normally, it would be found below the "Activation" slider. I attached a screenshot of the parameter view of said node. So, my question is as follows: where can I find a similar parameter in Houdini 18? Best regards
  21. seems to work exactly that way, what exactly is not working for you? attached file with the same code Specific_pscale_fix.hip
  22. Last week
  23. I think now Mantra does, Arnold doesnt work with shop_materialpath on points
  24. Hello guys. Im doing some changes to NodeGraphCommon.inc and NodeGraphDark.inc to change my colors and some extra bits. Is there any chance to avoid changing them in the install directory and use my user directory? Not always i have rights to edit those two files inside the install directory. Putting them into userDir/Houdini xx/config doesnt help. M
  25. How to creat subdivision pattern ?

    v@P = set(v@uv.x, v@uv.y, 0.0); ------ v@P = primuv(1, "P", i@hitprim, v@hitprimuv); ----------------------------------- //f@r = sqrt(v@P.z * v@P.z + v@P.x * v@P.x); f@r = length(v@P); //f@r = length2(v@P); f@phi = atan2(v@P.x, v@P.z); v@P_cartesian = v@P; v@P.x = f@phi; v@P.z = f@r; ------------------------------------------- over primitives int edge[]; float longest = 0.0; int vertices[] = primvertices(0, @primnum); for(int i=0; i<len(vertices); i++) { int vtx1 = vertices[i]; int vtx2 = vertices[(i + 1) % len(vertices)]; int pt1 = vertexpoint(0, vtx1); int pt2 = vertexpoint(0, vtx2); vector p1 = point(0, 'P', pt1); vector p2 = point(0, 'P', pt2); float dist = distance(p1, p2); if(dist > longest) { longest = dist; int e[]; push(e, pt1); push(e, pt2); edge = e; } } if(len(edge) != 0) { s@edges = ' p' + itoa(edge[0]) + '-' + itoa(edge[1]); } ---------------------------- projection Ray projection Ray l-system or vice versa.. Your approche @vinyvince?
  26. If you switch Attributes drop-down to Point attributes it should work for point groups In the past I think Mantra didn't work with point based shop_materialpath so there is a chance it still doesn't, but if I remember correctly Redshift did, I haven't tried for a while though
  27. Grainy Geo Lights?

    Hi all, I'm trying to use a geometry light to light up a vdb, but I keep getting a grainy texture on my toon shader/material and can't seem to figure out why. If I use a regular point light, I get the desired result, any ideas on what this could be? Thanks for the help!
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