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  2. More Particles Following a PATH!

    Hey @christianl013, I've got a similar problem where i need to use multiple curves to contol a pop sim with curve force; would you mind sharing with me how you achieved it with pcopen? Thanks in advance! Cheers, C
  3. Now it works fine , thank you.
  4. //set a wrangle to run over primitives int primpts[] = primpoints(0,@primnum); removepoint(0,primpts[0]); removepoint(0,primpts[-1]);
  5. Dam! no reply on that topic : / I'm looking into PFtrack atm too... Trevor, have you used it with Houdini ?
  6. Noise on ramp transition (edge)

    Hello again! I was trying out your setup, it works for all intents and purposes. I am just wondering if there are other ways to accomplish this?
  7. Modeling questions (remesh, polyfill)

    Thank you.. Skin would be a better method indeed.
  8. Rendering Cola

    Last time I looked into shading fluids it was done with a combination of surface hull and bubbles with nested dielectrics enclosing a uniform volume. Roughly like this: Why don't you publish your attempt so we have something more elaborate to start from? coke.hipnc
  9. Hello everyone, I am working with volumetric capture data and would like to have points scattered on it that moves with the data but also doesn't chang every frame. The issue is that the geometry, primitive number and uv's keep changing every frame. So I can't do the same trick I can do with mocap data using the primuv attributes. Anyone have any experience with this and how I should handle it?
  10. animate normal like sea ​​urchin

    Thank you illusionist!!!!
  11. Simple RBD hanging

    I'd probably setup an rbd chain instead, I think that'd be easier to control.
  12. Hi Masoud, padzero() expression wrapped around the clamp() adds those zeroes: $HIP/tex/Display_A_`padzero(4,clamp($F,1,130))`.jpg https://www.sidefx.com/docs/houdini/expressions/padzero.html
  13. How to select a bevelled edges?

    Submitted an RFE for this
  14. Rendering Cola

    I bet a lot of money this look came from comp more than from anyone render engine. It looks heavily modified.
  15. you may want to lower resize_container/Bounds/Field/FieldCutoff
  16. Building a beast Houdini + Redshift mainly

    Any reason to wait for the next gen Threadripper? Will they have more cores and/or base GHz?
  17. export texture

    for exporting these additional channels you need to setup a shader with bake exports. watch the masterclass to understand how stuff works: https://www.sidefx.com/tutorials/h15-masterclass-mantra-rendering-and-texture-baking/ or this for gameDev maps baker: https://www.sidefx.com/tutorials/game-tools-maps-baker/
  18. snapping point to a Null

    in 17.5 snapping to null works perfectly good for me
  19. Modeling questions (remesh, polyfill)

    hi, 1. PolyFill wouldn't work with quadrilaterals on this particular shape as it wasn't able to produce full quad output due to pointed ends (if you made end tips slightly beveled it would work) 2. can't give you a technical answer why remesh was not working for the shape you produced. anyways, when I built the same shape in a way I would normally do it, it magically started to work. i guess polyFill is not really meant to produce a mesh out of curves, and while it did it, it ended up being an invalid surface in some way. cheers, D.
  20. Vellum jitters non-stop without loss of energy!

    I had a look at your scene - lowering the cloth constraint thickness to 0.001 and raising some of the dampening settings got most of the jittering out.
  21. Yesterday
  22. This .hip needs more work to do but yes, i think it is possible too. heightfield on such shape_01.hipnc
  23. Disable Simulations on Startup

    Add these lines to `scripts/456.py`: # Disable simulation updates hou.setSimulationEnabled(False) # Set cook update mode to manual hou.setUpdateMode(hou.updateMode.Manual)
  24. Select Outside Edges Only

    Hi guys.. How does one convert them to edges?
  25. Hello, Here is short video showing how volumes can be used to shade and texture semi-translucent organic things. Volumes For Organic Assets This approach allows to achieve close-up realistic organic look for semi-transclucent assets where SSS or colored refraction is not enough. An object with UV's is converted to signed distance volume with UVW grid. Then volume is used to set density and perform uv lookup in rendering. This way density can be adjusted by depth. I.e. not so dense near the surface and very dense at the core. Or not very dense, then dense patch like island of fat, then not dense again. UVW grid is used to texture volume. Different textures can be used at different depth. This approach allows very flexible yet powerful way to place any texture at given depth. Texture X at depth Y. I.e. big veins are 5mm under the surface. This approach is best for close up organic hero renders where SSS or refraction are not looking good enough. Attaching example file volumetric_textures_example.hip
  26. Rotate orthographic (top) view?

    Hi, maybe you could make a camera pointing down (for a top view) and make that camera orthogonal. Then you should be able to rotate it along y-axis. ?
  27. Hi, many ways to do that... here is one: make a "group by range" node, choose points as a group type, and put 0 for start, 1 for end, and check inverse range. This will select the last point. make another group, with point 0. blast those 2 groups. a shorter way would be a wrangler: put down a point wrangler node. and type this : removepoint(0,0); if(@ptnum == (@numpt-1)) removepoint(0,@ptnum); first line remove point 0 (the first point of the line). (0,0)means : (geometry entering slot number 0 of the node , point number 0) second line reads : if the actual point number is equal to the number of points minus one (the last point of the line) third line : remove that point
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