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  3. You can add a point for each voxel you have by typping in a volumewrangle this: if (f@density>0) addpoint(0, @P);
  4. Thanks that seems to work.
  5. Hi, I have a grid of packed prims where I create hard constraints between them. This works well. But now I want to create hard constrains on the outer pieces to be fixed in space using hard constraints. I did this too, where one point of these hard constraints refer to the piece, while other's name attribute is set to "". In DOPs, I see that the constraint links for these pieces start at the correct place but the other end is at the origin. How can I fix this? Thanks a lot
  6. I was hoping mPlay can save snapshot sequences which you can compare between multiple snapshot sequences ?
  7. Particles avoiding objects

    Hi Matt, That's a very sweet and simple setup thanks for sharing, but just wondering what if one needs to avoid the actual scene geometry ? Can we convert them into to metaballs ?
  8. Carve Question

    thanks mestela but i still don't understand how can i edit u,v to effect line stretch in this file ,if 3 lines are branched, using polypath will fail carve_test02.hip
  9. Particles avoiding objects

    Hi Mike, Glad it worked for you,I'm sure there must be other ways to accomplish the same effect and being a beginner myself too,I am also learning the tricks and trade of Houdini every single day and diving in Vops context feels scary at times Cheers !!
  10. Hello, I have two emitters that are emitting packed objects every frame. I want to apply a unique pop wind for each emitter to give each emitter it's own velocity direction. I have it all setup, I just need a way to get the pop forces to know which rbd packed object to apply it to. It seems as if the group option in the pop wind does not pick up on the rbdpacked object, perhaps for obvious reasons. Is there a way i can get my forces in pops to talk to the rbdpackedobject? I have a multisolver setup . I will attach my file for anyone that wants to take a look. Thank you popforces_talking_to_rbdpacked.hip
  11. Particles avoiding objects

    Yep this works as well! Thank you mestela !
  12. Edge Crumble

    Here is my SOPs solution. The only thing left to figure out is how to fade vertex color. Anybody know how to do that? edge_crumble_question_003.hip
  13. Yesterday
  14. Edge Crumble

    I've made some progress on this, but still not a full solution. Please see attached file. edge_crumble_question_001.hip
  15. Transfer HDA animation

    How to store materials if I wish to have a material library (ies) and use it (them) in render scenes? First I was thinking about storing materials in HDA but I have some concerns. According to my method of structuring materials, there could be one library for all environments and props and each character will require its own library (because of a complexity and uniqueness of character assets its easier to manage unique materials on each character). If there are many characters in a project the HDA list in Houdini will become massive, and also materials would be mixed with other asset types (characters, props, etc). Imagine Digital Assets menu will contain the same amount of assets as "All"... Maybe there is a way to structure HDA other than by using suffixes in HDA names (folders)? Or it's ok to have a huge list cos nobody will ever browse this list in the usual way and all assets creation and update will be scripted?
  16. Issue with digital assets in 16.5.496

    I'm a total noob, but I think what you want to do is right-click on the specific node you want to assetize. That should make a different menu pop up, with "Create Digital Asset" near the bottom. Hope this helps. :-) Jim
  17. https://i.imgur.com/Q4sBjdg.gifv Of course just after I posted i thought of a solution very easy. I've been trying to implement some of the blender boxcutter stuff, houdini can do all of this it just needs to be built from scratch... I am sure theres a big performance hit not doing it through the C++ stuff but it is what it is.
  18. In this video I'm showing how you can create a 3d visualized magnetic field using Houdini.
  19. In this video I'm showing how you can create a spider net using POP Grains.
  20. Default Houdini is on the left, what i want is on the right. As far as I am aware, every other 3d program on the market allows you to do this, so I'm sure its possible in Houdini but I haven't been able to find out how. Please let me know if I'm missing a magic setting or maybe there's some kind of solution. Thank you!
  21. target position for particles

    Hi, In the past, I have worked with cloth and grains. I could get a result by mixing animation and simulation together by using the targetP attribute. Does regular Pops not have the targetP attribute? I don't like the results I am getting from pop steer seek or particle attract. I included a scene where I am forcing the position to update. The problem is I don't want to update attribute P, I want targetP. Maybe I can get a target P from rest position? Any help would be appreciated. edit: I can do the morphing after dops, but it would be nice to have it as a force : ) Thanks test_particles.hip
  22. "Sand Storm" HIP shared !

    storm.avi Hi ! Here is the "Simple Storm" HIP file from my presentation ! storm.zip If You have any questions please post it here
  23. Edge Crumble

    Has anyone figured out how to do the edge crumble technique discussed at https://vimeo.com/193820978 timestamp 34:15? I have the beginnings of a file here. But not sure how to get complete it. edge_crumble_question.hip
  24. Agent interacting with Pop Grains

    Ok. So I rebuilt everything with the little knowledge I have of Houdini atm. Hoping someone can point me in the right direction. Here are three sims that are pretty much identical for the most part. I am curious as to other experiences as approaching something this this workflow wise. As stated before, the grains are being emitter from a rectangle and once they settle enough I spit out an "initial_state.sim" The I turn on the Pop Awaken node which is referencing the animated geo. I also sleep the particles in the popsolver. The re run the sim. I am happy for the sole purpose that I was able to get it to this point. But this not good at all imo and there are so many things that I want to have in there, but I have yet to find any information online that goes in depth to pop grains. I would like for the sim where the mocap is crawling through the dirt, I was thinking of it as a zombie coming out of its grave type of thing. Any ideas on what I can add or tweak settings wise. Here are the three scenes attached. Let me know. Thanks! grains_change_direction.hiplc grains_soccer_tackle.hiplc grains_zombie_crawl.hiplc
  25. Turning object to liquid upon impact

  26. Turning object to liquid upon impact

    in dop paste strat frame the frame before impact, after meshing you can transfer uvs
  27. FLIP Fluid collisions with fast moving container

    What about something like this... ap_flip_inside_a_container_071618.hiplc
  28. raise hou.NodeWarning() on Parent Node

    Maybe I'm approaching this problem from the wrong angle but I'm having trouble figuring out the best way to do this. I have a Python SOP inside of a digital asset. I'd like to push warnings from that Python SOP to the parent node so the artist can see the warnings at the top level of the digital asset rather than having them buried. The Houdini documentation suggests doing this which works on the Python SOP itself. raise hou.NodeError("Invalid parameter settings") How do I do something similar on the parent node (or potentially any random node)? I was looking for something like a generic node way to set a warning but I'm not finding it. How would you solve this? Thank you!
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