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  2. I want to do a for loop inside vop to update surface points position several times, it seems it always stop work at loop counts 3. Can anyone kindly open the file and take a look what I'm doing wrong, trying to figure it out all night with no luck forloop.hiplc
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  5. Hello. Ive been struggling with this scene for a while and ive exhausted myself trying to figure this out. I would like to make a door explode, and leave some of the fractured door swing on its hinge. I would possibly like to destroy the rest of the house later. Ive been self studying for a while, and i understand how the constraint network in dops works, how glue and soft constraints work, but im unsure how to approach this effect. I think im doing the right thing in SOPS, but im not getting the results that i want. I understand adding the active attribute to the featured geometry to make an inactive area as well. I would like to do do somethging similat to this video with the door swinging by the hinge, as the remained of the door remains fractured. Look here https://www.sidefx.com/products/houdini/whats-new-17_5/ the video is at the "interactive RBD constraint" section. Some of my issues are; Why does the geometry fall when the sim starts? I understand that Glue is on/off, but i still have it fall once the sim starts. (not including the inactive area) How to constrain two objects? If i would like the wood frame to be glued to the wall, how can i do this? Is it just a matter of drawing lines (RBD constraints from lines) to connect the objects together? Ive also tried using geometry as constraints, with 0 luck as well. Should i just use an animated bounding box to make the area "active", and then have the sphere break the door? Or is there a way to have the door break, only where the sphere collides with it? I am familiar with DMM in maya, and im not sure if animating a passive/active region is the way to go, or is there a better method? Odforce_hinge_scene_zipped.zip
  6. Select area of mesh bounded by edge loop

    You are indeed a master. This is exactly what I'm looking for, thanks so much!
  7. Select area of mesh bounded by edge loop

    Edgecusp will split your mesh in two parts.Then choose the icon "select groups or connected geometry". Alternatively use connectivity and delete by class number or measure area. LOOP.hipnc
  8. LYNX | Free & OpenSource VFX Pipeline Tools

    Hey guys, just a quick update on the tools: All Houdini Assets now have complete Houdini native documentation available. LYNX_fabric has a new LYNX_fabric_color node to control the color/Alpha/width attributes in a layered based fashion. LYNX_fabric_resample (LYNX_fabric_thread uses this heavily) is up to 10 times faster & LYNX_fabric_weave up to 70% Full install instructions are now available on GitHub . The download is now also only via Github and not via my website anymore. Various bug fixes & performance improvements on LYNX_force_general, LYNX_fabric, LYNX_velocity.
  9. How do I skin connected curves?

    Hi @anim thank you for the reply this does get me 90% of the way there! However, is there a way to then get rid of these edges that are causing little triangles so that i can more easily select my connected edge loops? Thanks again!
  10. Flipbook

    its in the Render dropdown menu, that by default says Current Viewport
  11. How do I skin connected curves?

    you can try using PolyExpand2D SOP instead of Skin SOP
  12. Redshift Proxy Workflow in Houdini

    Hi, has anyone tried this with VDBs? I’m getting a crash every time I try to export a VDB to .rs.
  13. How do I skin connected curves?

    Hi all, I have a more comlex issue to solve but have essentially boiled it down to not being able to skin a curve that splits off like the T junction shown below. How would i be able to skin the curves shown whilst maintaining the flow and connection of the curve? Thank You all SkinningCurvesProblem.hip
  14. Drops with dynamics

    As Tomas sad, you should create custom force around each grape, attracting you particles to the surface
  15. UV Flatten distorted plane

    I have posted a RFE which is now implemented. Thanks SideFX UV Relaxation of existing UV islands is now a feature of the UV Flatten node when "Preserve Seams" and "Preserve Layout" is turned on in Houdini 17.5.319.
  16. I feel like I'm taking crazy pills and this shouldn't be so difficult? In Blender there is a function “Select Loop Inner-Region” where once an edge loop is selected, it will select the smallest area of the mesh completely bound by the loop (or alternatively the opposite, larger area if you select to do so). I've been trying to figure out how to do this in Houdini? Attached is an image of an example scenario. Essentially, if that is an animated mesh (so no point re-ordering or position-based approaches), is there a way for me to select one half of it based on the selected edge loop? Also, I would prefer not to do a timeshift/point-deform approach just to have an area selected, I'm just looking for a way to select and group part of a mesh based on a surrounding edge-loop.
  17. Great, glad it worked. What I'm thinking now if you have Impulse emission, it will spawn a number of points each time it cooks, so essentially every frame. Somehow if you could add an attribute which would be the point number from where the particle spawned. Check if that point number exists on more than one particle spawned meaning there is more than 1 point spawning and delete the excessive points you won't want to use? https://www.sidefx.com/forum/topic/18697/?page=1#post-87850 have a bit of a read in this topic, maybe you can find anything, I'm at work at the moment so I'm a bit constrained to what I can do for you unfortunately!
  18. POP - Several questions about Impulse Activation

    Thanks for your answer! 1. Yep! I changed it from "All points" to "Points", now it works. Thanks! 2. I had this problem because I used a modulo 20 on the impulse activation (meaning particles would only birth once every 20f begining on F20). It looks like a pretty sloppy technique to me. What I'm trying to achieve is to birth 1 particule from each point every nth frame. 3. I figured it out earlier with a pointVop inside a solver (if age == 1 on previous frame, I bind export the attributes from the previous frame).
  19. Houdini 18 Wishlist

    Before I want to write down my wishes I have to say that I love sideFx and Houdini over all other major 3d packages. I am quite sure sidefx is already working on it but Mantra GPU and more artistic friendly tools and gadgets for animating characters would be great (for example improved viewport performance). In case Houdini will push mashine learning I am interested in solutions to upres simulations.
  20. Color picker average sample

    Thats great! Going to use that, thanks for sharing your findings The techie tool is not my creation though, just really like it. Forgot to upload the little asset I created. attached it here. avg_color.hiplc
  21. Color picker average sample

    Thanks Aslak! Your tool did pop up already when trying to find an answer, I'll give it a try I did by accident find the solution, little button to switch to a images, then you can "shift + LMB drag" to sample an area. Doc's for other people interested: https://www.sidefx.com/docs/houdini/ref/windows/coloreditor.html#image
  22. Color picker average sample

    Hi, Don't know of a way to do it with the color picker but you could always just do it in sops, I did a quick setup not very efficient. This is a great color sampler. https://techie.se/?p=gallery&type=houdini_assets&item_nr=6
  23. 1. You need to change the Source type to be Points or All Geometry I think, it's greyed out due to the settings you're using. 2. You'll get that option if you change the source type I believe, I'm not sure what you're trying to achieve with "not every frame while being able to choose the first birth frame", maybe explain a bit more and I'll try and help! 3. You can get the birth frame position by using POP / Geometry Wrangle inside your POP net and just isolate the particle by checking if it was alive on the previous frame and then store that position onto an attribute by choice only for that frame.
  24. Thanks for the help! I will continue researching on this subject and I will be more specific with these effects very soon Cheers!!
  25. Hi guys, I wanted to achieve the origami folding effects, so I followed Entagma's polyfolding tutorials and toward the end of the tutorial, Manuel mentioned that we could add a scale matrix, to scale as it unfolds to prevent intersection, does anyone know how to achieve that and willing to share with me? Thanks, Zjie polyfolding_scale_v001.hip
  26. Hi smart people, I was wondering if there is any way to sample an region/stroke with the color picker in Houdini, this so that you can get the average color. Very handy with noisy reference to filter out the result a bit. Thanks
  27. Texture/Look Dev Artist

    We are only able to consider applications sent directly through our website. Please apply here: www.lumapictures.com/careers The Texture/Look Dev Artist is responsible for the creation of textures and shaders for CG creatures, characters, hard-surfaced and organic models to the highest quality possible. You can: Facilitate the creation of high quality displacement and normal texture maps prior to publishing to ensure consistency Design and write Arnold and Katana shaders to create the look desired by the client or VFX Supervisor Work closely with the Modeling and Lighting teams to ensure all textures/shaders are both technically aesthetically sound Generate and edit UVs Research and build your own reference library as well as contribute to the studio's reference database You have: At least five years of experience as a Texture Artist/Look Dev in a VFX Production environment A Bachelor's degree in computer science, computer graphics or the equivalent combination of education and experience A mastery of Mari, Photoshop, Substance Painter, Maya, Arnold and Katana Mudbox, ZBrush knowledge is a plus A technical understanding of color space A cultivated aesthetic sense and a keen eye for detail A traditional arts background is preferred but not required An inherent understanding of plate and image based lighting as well as full CG lighting Basic compositing skills in Nuke TD skills are beneficial An understanding of multi-pass rendering and 3D scene layout Experience as a Modeler is preferred but not required Strong communication and organizational skills An approachable, proactive, and accommodating attitude An innate desire to stay informed of current technologies Strong time management skills and the ability to balance priorities under the pressure of a deadline-driven production A team oriented mentality with a 'get it done' attitude An ability to thrive in a high-pressure environment An ability to take direction and implement feedback with a positive attitude
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