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  2. Houdini 19 Wishlist

    Binding of mouse buttons for hot keys and what not Some mouses have multiple buttons that currently are unused. For example the back and forward buttons. These could be used to dive in and out of a node. Ability to intersect console messages using python that are send by vex (printf). For example this would allow for the creation of a python panel that intersects the console messages sort and colour codes them.Making it more useful as a debug tool for vex codes A better option for the Houdini console window. Currently it's just popping up and always in the way. If this would be a proper panel it could be doct like any other panel.
  3. nail polish texture

    Hi Konstantin, thank you it's exactly what can helps me!!!! Best Regards. Nems
  4. Houdini 19 Wishlist

    1- inside "geometry wrangle" and "pop wrangle" active by default the inputs "first, second, third and fourth" 2- a radial wind like in 3DS Max Mat p.s.: ok, I can setting it and then save like permanent and default, but you can do that every time changes workstation/desk or studios...
  5. Solver SOP Prev_Frame problem

    hey tortele, thanks for the reply, I figured out the group thing yesterday... and made some logic change everythings work as intended now! I'm still new to Houdini and there's so much stuff to keep in check haha XD
  6. Today
  7. nail polish texture

    Put the noise into a modulo to repeat it and feed this into a color ramp. noise_ramp_modulo.hipnc
  8. Tried everything but cant make it work so it would be great if someone can edit the file i upload. Basically i would like to be able to use material fracture + cluster sop but also able to cluster individual objects together and have intra cluster and cluster to cluster groups output.
  9. Crowd Agents Bundle

    Hi all, Do you know if exists any bundle of houdini agents that we can buy? Not just the geometry and animations but a pre-existing HDA that offers models and movements that we can use in ours crowd pipeline.... Thanks
  10. Polybevel issue

    As you can see, you have disconnected primitive. Use fuse and join sop to reconnect them before the bevel. but probably you must rebuild your group.
  11. nail polish texture

    Hi Guys, I would like to get this kind of result with curl noise and then animate it. I began with scattering point on grid then add attribfromMap but realise that my color will not follow beacause it should be created at noise vop.. Thank you for help. https://www.123rf.com/photo_28311864_nail-polish-texture.html
  12. i see. how about just creating those "missing" constraints yourself, merging them with the ones coming from the material fracture?
  13. I see, yes Voronoi has that option but i am using material fracture sop in the scene and it does not so i kind of need a manuel solution for this
  14. not sure if that option exists in other versions but in 17.5 it's at the bottom of the voronoi fracture
  15. Solver SOP Prev_Frame problem

    When u transfer attributes u atransfer all but not group "emitter". So when u set points in group in wranle node("check_point_v") u set it by condition if(waiting==1). But at next frame "waiting" gets 0 and and condition in wrangle("check_point_v") not performed that is why points go out from group "emitter". So, decisions: 1) at wrangle set another condition if(@waiting==0) @time-=.1; 2) put grouptransfer node By the way, i decreace solver's substep to 1. Becouse @time behavws weird. And i did some changes to improve work. Hope it will help. panda_dust.hipnc
  16. not looking at your file but it sounds like you want to set Connectivity Partition to None
  17. CROWDS : Walking over other agents / Constraint Network

    Hi, have you read this topic?
  18. Hi Everyone, I'm a student and I'm working on a project in which I need to recreate a scene similar to a Venice's canal. So I'll have buldings on both sides and water between them. There will be also a flying object that will fall and collide with water. This is the first time I work with water inside Houdini. What I need to know is what is the best workflow? I'll create a custom geometry in Maya for the container of the water, it will be an irregular shape. How do I set it as a container? Since there will be a collision, I think the best solution for water is to use FLIP fluids, right? Also if I use this way I will have many particles, so what is the best way to proceed in terms of memory, simulation and rendering? Attached you can find a really rough sketch of the idea. Thanks in advance.
  19. Hey guys, I am trying to cluster some individual objects together but cant get it working could you check? Clustering works within individual objects but does not create connection between different objects ı want the pieces look just like the seperate colored areas. thanks! ClusterTogetherProblem.hip
  20. Polybevel issue

    Hello everyone! I have an issue and can't figure it out.. I want to bevel these orange lines by using polybevel, but insted it seperates in 3 lines. Please, can you help me to understanf what went wrong? Thanks. spiral2.hip
  21. CROWDS : Walking over other agents / Constraint Network

    Any idea of how to make this dynamic constraint creation setup works ?
  22. EDIT : wrong answer :-)
  23. I have a switch with some inputs. Swtich input is linked to $F to loop through. For all of the inputs I created a detail attribute "type" e.g. "sphere" / "torus" / "box". The null node reads the detail attribute and writes the value in its parameter. I want to setup the rendering in a way that it will skip the render if the null node detects that I am rendering a "box". I thought of doing that with a pre frame script that checks the parameter of the null node if its == "box" and then skip the render. What would be the best way to skip the render here? Is there a hscript or python expression for that? Jon skipFramesByAttributeValue.hip
  24. Can't Get Rid of Particle Stepping

    it's always a good idea to set the frame rate of the timeline to something low and check what is going on in those subframes.
  25. I can't make anything follow path correctly, it simply doesnt work or when it works(with a camera) i cannot keyframe the position parameter On null nodes there is no position parameter either What am i missing? EDIT: Thanks to MiesnerMedia 1) Go inside the object you want to constraint to a path 2) create a "constraint (chop network)", go inside and add a path node. 3) select your path object in the SOP path parameter
  26. Can't Get Rid of Particle Stepping

    Have you tried to time blend the source (before the Debris Sop) ? And as said by Eric, if you cache the source, be sure to cache inter-frame as well ( see post below) https://www.sidefx.com/docs/houdini/nodes/sop/timeblend.html
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