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  1. Past hour
  2. vellum grains - flips interactions

    thanks lets see
  3. Today
  4. you got Answer? on Think Procedural Discord Or? Mark If You are Happy with Answer
  5. The Book Setup

    Oh sorry, just notice "0000.jpg, 0010.jpg, 0020.jpg, 0030.jpg" sequence. Upgrade to this. You can even do all string paths on object level and store in attributes (pageA, pageB), then just bind in shader.
  6. The Book Setup

    Try with Snipper. book_flip_pages_002.hipnc
  7. Yesterday
  8. vellum grains - flips interactions

    maybe it helps https://forums.odforce.net/topic/24830-flipgrains-interaction-setup-hip-file/?tab=comments#comment-144959
  9. The Book Setup

    I did not open Houdini for a while so even with this simple setup I need assistance I have a 200 pages book (I guess it's Matt's Estela asset) and 400 jpeg files named 0000.jpg, 0010.jpg, 0020.jpg, 0030.jpg etc. I created a 2 sided shader and I need to assign a unique image to each page. As far as I understand I need to define a unique ID for each page in my book/copy_pages node and then use this ID in some expression in my materials/texture1 and texture2 nodes. And that I don't know how to do, I would be super happy if anyone can help me with this! book_flip_pages_001.hipnc
  10. Hello folks, I have a picture from the recent DART satellite impact from NASA (see below). I wonder, if there is a way to recreate this impact-streaks-effect in Houdini. What I already tried: - created a particles simulation (tried to drive a smoke sim on those particles, then use this pyro sim to drive the same particle sim ontop of it - by using the node: "pop advect by volumes") - created jittered lines form a sphere, but here I am stuck on transfering the velocity attribute to the particles, so that they should move along these jittered lines =========================================================================================================================================== Now I am asking this forum to help me recreating this type of effect. How would you do that? Please only explained answers - short answers are useless! so, I would appreciate if you take your time to answer this question. Thanks in Advance
  11. Blocky Karma Pyro

    it seems to me it's not a problem of voxel density but of the simulation itself. voxels looks to be smaller than your blocks as i can see smaller scale details, also the shape of that mushroom is weirdly geometric. it looks like you are using sparse pyro, you might need to increase the padding or try to use the option "extrapolate velocity into new tiles". https://www.sidefx.com/docs/houdini/nodes/dop/smokesolver_sparse.html#sparse_streakvel
  12. vellum grains - flips interactions

    really? sounds good
  13. Houdini 19.5 UI miss elements

    I was the SideFX labs... if you install it, you will see those elements on the menu.
  14. vellum grains - flips interactions

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  15. vellum grains - flips interactions

    you cant... you can make vellum fluids and vellum grains interact...
  16. vellum grains - flips interactions

    how do you make vellum grains and flip fluids interact? i have a grain set up and i need it to interact with a flip fluid tank, but right now it just ignores it, clearly is not that simple, mutual relationship on merge and feedbackscale: 1 does absolutelly nothing, how could you make it interact?
  17. Last week
  18. @Masoud Try This ,maybe you gonna need to install some Codec's . Sop and Top level. exam.hipnc
  19. Houdini 19.5 UI miss elements

    You don't have Labs installed on the second machine. The External Text Editor option comes from there for sure, and I'd bet the other one does, too.
  20. Hi, with attribute transfer he's merely transferring the colour of the points (pop simulation) onto the mesh, so transferring the '@Cd' point attribute, which can then be used in rendering to apply different materials/colours to the static and melting parts of the mesh.
  21. Poly Carve SOP

    I recreated this tool from scratch for Pragmatic VEX: Volume 2, and did some comparisons with the Clip SOP method. While the Clip SOP method is super easy to use, it has some major flaws: 1. Clip SOP doesn't always clip out the geometry accurately at a specific position. As you can see in the screenshot, those highlighted points have values outside the range that should be clipped. (bug pending) Not sure how else to clip out these since we can't just delete the points. So this would be a deal breaker if you need to accurately carve out a geometry using an arbitrary scalar attribute. I reckon for polylines, this is not an issue, which was what was tested in this thread. But for complex geometry, it's a lot harder to just clip out sections appropriately. Poly Carve SOP had 0 points that are outside the range. 2. Clip SOP also clips away geometry within the range rather than carving out sections of it properly, meaning the entire polygon is deleted. Here is an example polygon that shows the issue (bug pending): Left shows original polygon, right shows the result of Poly Carve SOP that carves from 0.308 to 0.73849. Here you can see the Clip SOP's clipping plane that completely removes the polygon. 3. Clip SOP doesn't have a way to invert the carving operation. Imagine a poly line where you are keeping the middle part. If you invert the operation, you need to have the 2 ends that were carved out before. But it's not possible to do this using Clip SOP, unless you keep all parts and then delete the middle part, which may or may not work. I don't know it you can use it to consistently keep out the "middle section". Right shows Poly Carve SOP operation inverted. Combining both modes will get the whole geometry for all polygons, whether they are polylines or closed polygons. They are handled differently. 4. When you use a primitive group for the Clip SOP, it won't properly stitch the adjacent primitives, therefore introduce new holes to the geometry. Even if not the default, there should be an option for this. Poly Carve SOP handles adjacent primitives correctly. Of course this takes some of the cooking time, so the comparison is not completely 1 to 1. I used 2 Clip SOPs since Poly Carve SOP does Min/Max Clipping by default, so some of this cost is amortized throughout the entire operation. Clip method also includes the swapping of P back and forth. Both methods use compiled networks. So in the end for ~5.8M polygons geometry with a single attribute to be used for carving, Poly Carve SOP is about 3x faster.
  22. Blocky Karma Pyro

    That's exactly right. Your images show what happens when you push density too far and completely fill each voxel to the maximum density value. Push density at the simulation level, not after the fact at render time.
  23. how to force flip affect rigid bodies? [FIXED]

    It worked , thaaaaaank you
  24. Hi. I was watching this youtube tutorial. There is a melting head. At about 24:00 there is a section about wanting to separate the melted part that is in the particle fluid surface node from the original mesh. There is an attribute transfer that takes in the particle fluid surface and the output from the dopnet and somehow this separates the two meshes, which I don't quite get why. When I use the attribute transfer in this way, there's no error, I just lose all the geometry. I was wondering if that had to do with the fact the particle fluid surface node is a bit different in Houdini 19.5 with four inputs, unlike the version of the node in the video with 3 inputs. Thanks At
  25. how to force flip affect rigid bodies? [FIXED]

    Thank you for the reply , let me test and see the result
  26. Creating a high speed impact effect

    Okay... and in which way should this rasterize node help me achieving this effect? It's just rasterizing the particles and that's it...
  27. how to force flip affect rigid bodies? [FIXED]

    Make sure Affector Relationship on the merge is set to Mutual. Then on the FLIP Solver, make sure Feedback Scale is set to 1. (Volume Motion tab > Solver tab) Then tweak mass of RBD till you get the desired look.
  28. As you can see in the image below. If the rigid body is on the left side of the merge node the rigid object doesn't obey the force of the flipfluid and if the rigid body is on the right side the behavior is odd. what's the correct workflow?
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