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  1. 4 points
    I completed another tutorial from the SideFX library of tutorials. This one covers small scale flip splashes with sheeting and a tendril look. The final result is Retimed for a slowdown after impact. ap_small_scale_fluid_splash_091222.hiplc
  2. 4 points
    Asia Thanx To @Boa OdRope.hipnc
  3. 4 points
    I'm just taking this example to give you some tips,hope it helps creased_abstract_waves.hip
  4. 3 points
    You could also go the heightfield route and use a heightfield pattern node and a bunch of different noises. creased_abstract_waves2.hiplc
  5. 3 points
    Asia . primintrinsic.hipnc
  6. 3 points
    There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. This list was started years ago, so some of the solutions may be dated. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Over Surface Blazing Fast OpenCL Smoke Solver [PYTHON]Post Process OBJ Re-Write Upon Export Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Lightning Lies Upon Surface Of Object Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) [REDSHIFT] MTL To Redshift Material [REDSHIFT] Access CHOPs In Volume Material [REDSHIFT] Mesh Light Inherits Color [REDSHIFT] Color Smoke [REDSHIFT] FBX Import Helper [REDSHIFT] Terrain Instancer Height Field By Feature Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format [PYTHON] OP UNHIDE ALL (opunhide) Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Ice Cream Cone Top Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Rains Water Drip Surface Splash Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) A Better Pop Follow Curve Setup FEM Sea Cucumber Moves Through Barrier Fracture Cloth Smoke Confinement Setup Merge multiple .OBJ directly Into A Python Node Blood In Water Smoke Dissipates When Near Collision Object Whirlpool Mesh Surface Whirlpool Velocity Motion For FLIP Simple Bacteria Single Point Falling Dust Stream Flames Flow Outside Windows Gas Blend Density Example Localized Pyro Drag (smoke comes to a stop) Granular Sheet Ripping Post Process An Export (Post Write ROP Event) Corridor Ice Spread or Growth Set Velocity On Pieces When Glue Bonds Break Water Drops Along Surface Condensation Bottle Grains Snow or Wet Sand Starter Scene A Nice Little Dissolver Turn An Image Into Smoke Fading Ripples Grid Example Stranger Things Wall Effect Face Through Rubber Wall [PYTHON]Create Nurbs Hull Shelf Tool [PYTHON] Ramp Parameter [PYTHON] On Copy OF HDA or Node Select Outside Points Of Mesh, Honor Interior Holes Sparks Along Fuse With Smoke Umbrella Rig Melt FLIP UVs Tire Burn Out Smoke Sim Flip or Pyro Voxel Estimate Expression Motorcycle or Dirt Bike Kicks Up Sand Particles Push Points Out Of A Volume [PYTHON]Cellular Automata Cave Generator Punch Dent Impact Ripple Wrinkle VEX Rotate Packed Primitive Via Intrinsic Kohuei Nakama's Effect FLIP Fluid Inside Moving Container Particles Avoid Metaball Forces FLIP Divergence Setup FLIP Transfer Color Through Simulation To Surface Morph Between Two Static Shapes As Pyro Emits Constraint Based Car Suspension Pyro Smoke Gas Disturbs Velocity Wire Solver Random Size Self Colliding Cables Fast Cheap Simple Collision Deform CHOP Based Wobble For Animated Character Slow Motion FLIP Whaitewater Avoid Stepping In Fast Pyro Emission Fast Car Tires Smoke FLIP Fluid Fills Object Epic Share Of Softbody/Grain Setups (Must see!) Balloon, Pizza, Sail, Upres Shirt, Paint Brush Create Pop Grain Geometry On-The-Fly In A DOPs Solver Varying Length Trails VEX Based Geometry Transform Determine Volume Minimum and Maximum Values Grain Upres Example Animated pintoanimation For Cloth Sims Batch Render Folder Of OBJ files Vellum Weaving Cloth Fibers Knitting Kaleidoscopic Geometry UV Image Map To Points Or Hair Color Particles Like Trapcode Particular Flat Tank Boat Track With Whitewater Orthographic Angle Font Shadow Select Every Other Primitive or Face? Printer Spits Out Roll Of Paper Unroll Paper, Map, Plans, Scroll Simple Vellum L-System Plant Basic Cancer Cell 2D Vellum Solution Vellum Animated Zero Out Stiffness To Emulate Collapse Whitewater On Pre Deformed Wave [PYTHON] Menu Callback Change Node Color Extruded Voronoi With Scale Effector Multi Material RBD Building Fracture House Collapse Spin Vellum Cloth Whirlpool Vortex Trippy Organic Line Bend Design Logo Based Domino Layout Delete Outer Fracture Pieces, Keeping Inside Pieces UV Mapped Displaced Along Length Curly Curves Slow Particle Image Advection Nebula Saw Through VDB Like Butter Fuel Based Rocket Launch With Smoke Fuel Based Rocket Launch With Smoke [upres] Deform Pyro Along Path Bend Pyro Gas Repeat Solver With RBD Collision Raining Fuel Fire Bomb City Video Tutorial Pyro Cluster Setup (Animated Moving Fuel Source) [PYTHON] Mantra .MTL File Reader (creates new materials) Pyro Dampen By Distance FLIP Fluid Sweeps Away Crowd Ragdoll Gas Repeat Solver X-Men Mystique Feather Effect Camera Frustum Geometry Culling Vellum Extrude Shape Into Cloth Wire Web Constraint Setup Pyro Smoke Font Dissolve "Up In Smoke" Helicopter Landing With Vellum Grass and Dust or Smoke Another Thin Sheet Fluid Setup Color Rain Drops Over Surface Dual Smoke Object Wand Battle Custom GasDisturb node (easy to use) Hair Driven Grass Example File Pyro Smoke With Masked Turbulence Align High Resolution Mesh With Low Resolution RBD Simulation Streaky Portal Effect Height From Luma Cracking Glass Dome, Fracture VEX Noise Types FLIP Waterwheel Fracture Brick Wall Using UVs Vellum Stacked Torn Membranes Terrain Topographical Line Curves Prepare RBD Fracture For Unreal Alembic Export Growing Ivy Solver Fix For Intermittent FLIP Surfacing Issue Extensive RBD Fracturing Thread With HIP Files Peter Quint's Pop Streams Particle Example Fracture Geometry To Release Flip Fluid Inside Procedurally Reverse Normals Vellum Culling Voronoi Shape To Shape Transition Animated Scattering Accessing Parametric UVs On A Surface Organic Hallways/Corridors Through A Mesh Smoke Particle Dissolve Along One Axis Expanding Vellum Rings That Collide With One Another Read, Fetch, or Get SOP Attribute Inside Of DOPS Broad Splash When Object Enters Water Blendshape Crowd Example [PYTHON] Replace Packed Intrinsic Geometry From Another Source Rip/Tear Part Of Paper To Reveal And Roll Up After Effects Text Styles Cabling Mesh Surface Hanging Wires Or Cables Use Python Inside a Font Sop Brand Accurate Textures Using Karma XPU hScript asCode Microscopic Hair USD Attribute Equivalents For Preview Shader (i.e. Cd mangle) Vellum Peel Effect Tutorial HIP Library Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python Houdini Blueprints FX Thinking Rich Lord HIP Files iHoudini Qiita Ryoji Toadstorm Blog Eetu's HIP Of The Day Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma Johhny Farmfield Vimeo SideFX Go Procedural
  7. 2 points
    Hi, You can fire rays for each given point within a cone in the opposite direction of the point normal: Here is the VEX code: int numrays = chi("numrays"); float maxangle = radians ( ch("maxangle") ); float maxdist = ch("maxdist"); int visualize = chi("visualize"); vector phit = 0; vector uvhit = 0; float nearestdist = 1e32; vector nearestp = @P; for ( int i = 0; i < numrays; ++i ) { vector2 u = rand ( i + 4523.4376 + @ptnum + ( @ptnum + 1 ) * 54.21 ); vector dir = sample_direction_cone ( -@N, maxangle, u ); if ( visualize ) { int pt = addpoint ( 0, @P ); setpointattrib ( 0, "N", pt, dir ); } int pr = intersect ( 1, @P, dir * maxdist, phit, uvhit ); if ( pr != -1 ) { float dsq = distance2 ( phit, @P ); if ( dsq < nearestdist ) { nearestdist = dsq; nearestp = phit; } } if ( visualize ) { int pt = addpoint ( 0, phit ); setpointattrib ( 0, "P", pt, phit ); } } @P = nearestp;
  8. 2 points
    I completed the particle energy shockwave tutorial. It's more of an energy shield rather than a shockwave. I have set it up to render with Karma, but XPU can't handle 100,000 particles-per-emission without crashing. The GIF shows 10,000. The tutorial author uses Mantra, which can handle more points. Another option might be to rasterize the particles and render it as a volume. ap_kr_particle_energy_shockwave_090622.hiplc
  9. 2 points
    I made a free Brush tool. It is also built into the Modeler add-on. https://alexeyvanzhula.gumroad.com/l/brush_tool_for_houdini
  10. 2 points
    It seems to work in all versions of 18.0.x up until 18.0.499. Up until then, somehow, the Transform Pieces node could apply non-named template attributes from a single point to all four wheel points. In 18.0.499 the points have to be matched by a name attribute for it to work. Possibly SideFX have fixed a long-standing bug or broken a normal piece of functionality. No idea which :-) car_rig_bullet_julian_18.0.499.hip
  11. 1 point
    I guess you meshed the fluid manually,you can try sampling v from the vel field instead of calculating it with trail SOP
  12. 1 point
    Someone asked how to do something similar and I couldn't find any setups or tutorials so hacked this together. HIM_popVellum19.5.v004.hiplc
  13. 1 point
    Thanks for the HIP. I'm still dissecting how it works, but here is a slight modification that stops each grid once it touches the ground. ap_HIM_popVellum19.5.v004.hiplc
  14. 1 point
    Hi, Clip SOP is a compiled SOP so you can't dive inside. For your use case I would actually store P as rest, apply the mountain to the input geometry before clipping and then reset P back to rest.
  15. 1 point
    I mean describe the issue, show what is not working and so on.... check an example attached Magic Trail effect.hip
  16. 1 point
    Search "houdini particles advect pyro tutorial"
  17. 1 point
    Hi everyone, I am looking for a good approach to generating curves that follow the curvature of a mesh. The goal is to generate line art in 3D, so not in post-process. First Approach My first attempt was based on vertex normal to find the lines, but if I push too far the sharp edge detection, I end up with duplicated lines along my curvature which gives an undesirable result. Expected result: Second Approach My second idea was to scatter points on my mesh and push these points in the direction that the principal curvature method gives me. I keep pushing the points in that direction as long as the next position has a stronger curvature than the previous one. The problem is that the principal curvature doesn't give me a constant direction through my mesh, and can flip from one vertex to another. The other problem is that I don't know how to connect the points into a curve. Thanks in advance for your help.
  18. 1 point
    Thanks, Ryew. He does have a method in that last video using a for-each loop running over all the selected primitives. But it seemed a bit complicated. Was able to chat with Mark Tucker at SideFX who suggested a simpler method. For anyone else looking, the trick is to make sure in the instancer that you are using "instanceable reference (or inherit or specialize depending on your needs)" instead of the point instancer. And your reference (with variants) needs to be the top level prim that you are feeding in for instanceing. Then you could write a bit of vex (for instance): string variants_mtl[] = usd_variants(0, "/instancer1/Instance0", "mtl"); int random = @elemnum%3; usd_setvariantselection(0, @primpath, "mtl", variants_mtl[random]); Or you can append a set variant LOP and use @prim%3 in the "variant name index" box. It's a little confusing why @prim doesn't work in the wrangle, but that's how I got it to work. You take a slight performance hit by not using the point instancer, but it's a useful tradeoff in some situations.
  19. 1 point
    Hi, think of attribute VOP as the visual version of VEX (e.g. point wrangle, primitive wrangle etc), instead of typing code you can use nodes inside the VOP to create and modify attributes. They can both achieve the same results, some just prefer visual scripting than coding and vice versa. Just like the attribute wrangle (VEX), Attribute VOP can work on any type (e.g. points, primitives etc), you just have to specify what type you want the VOP to run over (you can even type "primitive VOP" when searching for nodes and you'll be able to place one straightaway instead of having to manually configure the default attribute VOP which by default is set to run over points). '@P' is a local point attribute used to store the points' positions, and houdini needs that information in order to know where to place points in 3D space. This point attribute is writable meaning you can modify it, hence why when you apply noise to the '@P' in point VOP you see expected results. For primitives the '@P' (which stores the center of a primitive) is a read-only attribute, you can't directly modify it hence why you can't see any results when you apply noise in primitive VOP. Sorry for the long reply, hope this answers your questions!
  20. 1 point
    * Better Python script editor. (with clean color coded syntax , similar to sublime with python module)
  21. 1 point
    Statistically improbable until you factor in a pandemic! Houdini 19 is coming out this Halloween season! TM data analysis says it should have been here this summer based on years of old... I have to say I awoke from a long slumber for this release. So I am looking forward to seeing what good offerings there are in this issue. My only wish is for SideFX to still keep on being independent and carving its own path. Trying to get folks to understand the heart of Houdini is no small feat. As always, this is a non-official wish list. So please submit BUGs, RFEs, and Questions directly to support. Also for anecdotal questions and rants branch them to another thread. People will more likely help you in a dedicated thread. -Cera
  22. 1 point
    If you've worked through a tutorial and want to share your HIP file with the community, post it here! I completed one where Mikael Pettersen demonstrates how to create a Blendshape crowd agent. ap_mp_blendshape_crowd_character_052120.hiplc
  23. 1 point
    This looks like a bit of a bug with Boolean not handling coincident planes very well.
  24. 1 point
    Don't use a font then. Use a program like Illustrator to generate hi-res PNG you can supply to the Trace node. Or an Illustrator 8 file with an outlined version of your text.
  25. 1 point
    That was set up as proof of concept. You can, of course adjust the resolution as well as the pattern as well as use all the various heightfield tools to smooth or sharpen to taste. The one limitation, of course, is that you can't get your waves to crest over the top of themselves. A heightfield can't have two heights in the same X,Z position, obviously. But depending on the scale of your scene might be more lightweight than actual geo.
  26. 1 point
    change box to polygon-mesh not Mesh ..Definitely this is the Case in your Ex @archz2 , use periodic Worley Noise, look like its a BUG.hm
  27. 1 point
    4 points in the scatter param I think ..just change
  28. 1 point
    VEX version: float t = chf('threshold'); v@P.y = -abs(v@P.x - t) + t;
  29. 1 point
    Hi Dana, I'd recommend to look into the sweep node again. It accepts pscale and scale attributes for varying widths, creates UVs and has lots of other useful features such as creating primrow and primcol attributes eg. for lanes.
  30. 1 point
    looks like the important part is the "find adjacent faces" I'd do that by drawing a line between points that share position before the parts and moved and then create a line between those points. Then use polyFrame to get the direction in both directions.
  31. 1 point
    This sum up exactly my point. modeling / layout / texturing / rig / anim / geocaching should remain agnostic and stay in a common trunc, where you have choice on what geo format you like the most. then when all is set you can now decide where you wanna go. - Unity with Hengine for low / mid spec interactive XP. - UE with Hengine for high end spec interactive XP or Cinematic - Traditional rendering context for fast and simple rendering with popular engine : arnold, octane, rs .... - Solaris context when you want to be able to work in an efficient way with multiple users on complex shots with lots of iteration and many redundancies between shots. USD as geo exchange format is still very interesting imo what Frederic Servant show at 4:00 is really cool and i 100% agree with you on that : Arnold USD loader you can just grab directly an .usd file with full geo plus metarial assignation inside the renderer. You use a subset of what usd offer but you don't have to deal with all the features and all the complexity. it's like doing C++ but with restricted set of features, no polymorphism, no operator overloading , no multiple inheritance are allowed, you just use simple class and inheritance, because for your needs , you need to keep things simple. Thus You just grab what you need and you can then limitate the level of complexity you accept to pay.
  32. 1 point
    Thanks for the setup. That's a fun one to play with. I've added a collision object and tested animating the stencil shape. ap_pyro_region_force.hiplc
  33. 1 point
    Hi Guan, exactly, the polyextrude node can take all sorts of masks and measurements for individually orienting and scaling its extrusions. extrude_feather.hipnc
  34. 1 point
  35. 1 point
    Maybe check out the volumefeather node..?
  36. 1 point
    I recently needed to render some particles in Houdini to use in an After Effects project. When I rendered the results, I was disappointed the colors did not match the brand I was working with. After a lot of experimentation, I came up with a work flow to maintain brand accurate colors using Karma XPU. karma_XPU_brand_accurate_textures.zip Make sure to set the file color space on the mtlxUsdUVTexture node to srgb_texture. This setup leverages OpenColorIO for output. The input space must also be set to srgb_texture, with the output space being set to data. For a crisper alpha edge, I set the pixel filter to box and dropped the filter size to 1. These sprites are stacked on top of one another. To prevent upper layer sprites from casting shadows on the others, you can use Simplified Shading. This is a quick way to render a beauty pass minus the shadows. If you render to MPlay to spot-check your results, make sure to disable ACES color correction. There is no need for it because OCIO has already been applied to the output.
  37. 1 point
    Hi! I just wanted to share my tree and plant modeling toolkit Simple Tree Tools. Its available on Gumroad for both Indie and FX users and contains 18 HDAs specifically aimed at trees and plants modeling in Houdini. I hope you guys like it as much as I do! Heres a video of some of the new features in this release. Let me know what you think! Cheers Nisse
  38. 1 point
    Mate, you are a god! Been looking for this for ages... works decent with a carve! Thanks so much!
  39. 1 point
    Overlay network editor would be nice to have built-in in H19 or 20 I have been using it for more than 2 years in production, so the video I initially uploaded is severely outdated. Will update once H19 is released.
  40. 1 point
    Nice Stuff.----s
  41. 1 point
    What do you mean by activating? do you want to use falloff to drive forces or constraints? Depending on what you want you need to use the falloff in pts or primitives. Here is a simple example of animating the falloff to drive a force. falloffDrivingForce.hip
  42. 1 point
    Beer, wine and whiskey...but only high quality. No idea about the long term effect but working like a charm for me. NO MIXED DRINKS !!!!! NO ICE CUBE !!! Important : you have to smoke a lot too. Ambient, IDM music and a noise canceling headphone helps too. reminds me Winston Churchill quote : « cigars, whisky and no sport »
  43. 1 point
    Ok, so I have found a solution, which I think could be improved upon. This setup keeps a heartbeat runnig for 30 seconds and each second you can generate new work_items. You can obviously change number of heartbeats and wait time. So this allows you to fetch live data form a database or folder for example and act accordingly. There's no logic for tracking what was processed, you need to build that yourself. But it's at least a way to keep houdini polling. Now in the file, I have also 2 python generators which I think would be the proper solution, but can't get to work. I'd love to know if there's anything better of more robust perhaps. Hope it helps someone and if you have feedback please let me know! PDG_while_loop_tests.hiplc
  44. 1 point
    Genius!! Thank you all so much for looking into it, I had a feeling this would be something trivial like this... I'll post a scene when I got it looking nice:) Have a great long weekend!
  45. 1 point
    Hi Davide, for strings and arrays, you can use the array[start:stop:step] syntax: a[start:stop] // items start through stop-1 a[start:] // items start through the rest of the array a[:stop] // items from the beginning through stop-1 a[:] // a copy of the whole array For your case, this is the syntax: int coord = 6; // I changed the coord from 5 to 6 string s = "0123456789"; s@s_1 = s[:coord]; // "012345" s@s_5 = s[coord:]; // "6789" More examples and explanation here: https://stackoverflow.com/questions/509211/understanding-slice-notation a[-1] // last item in the array a[-2:] // last two items in the array a[:-2] // everything except the last two items //There is also the step value, which can be used with any of the above: a[start:stop:step] // start through not past stop, by step
  46. 1 point
    Here is my attempt, with some nice techniques. Not overwhelmingly realistic, assume I've never seen an ice cream. cornetto.hipnc
  47. 1 point
    You should be able to do this inside a pointVOP or an attribVOP. Pipe in your non-point deformed geo in the first input and point-deformed geo in the second input. Inside the point/attribVOP you can use a mix node with the "bias" set to some attribute of the input geo which can smoothly interpolate between the point-deformed and non-point-deformed geo.
  48. 1 point
  49. 1 point
    Here is an integration attempt with the Jeff Wagner's pump geometry fitted to the hull of the ship. I did a little more shaping of the bent grid to conform to the ship hull better. I kind of toned down the amount of velocity that the pumps send out along those curved guides to emulate the larger scale of the ship. After all the ship is supposed to be very large. The ship model at a scale of 1.0 seems to be real world units, however, when I tried to scale up the simulation to match the ship it failed to work correctly. So in this example scene I have scaled the ship down to fit the size of the working pump. This goes against most suggestions that you work at real world units with flip but hey this is just for fun. And this technique of using curved pumps is fun to mess around with. I could see this being used for any kind of geometry that you want to skim across a fluid surface. Such as a water skier, a jet ski, or even cartoon characters. ap_jw_flip_pump_bow_curl_1a.hiplc
  50. 1 point
    Basic: // Primitive wrangle. int pts[] = primpoints(0, @primnum); vector rest = point(0, "P", pts[0]); vector prev_pos = rest; matrix3 frame = ident(); for (int i = 0; i < len(pts); i++) { vector pos = point(0, "P", pts[i]); rotate(frame, 0.1, {0, 0, 1}); vector new_pos = (pos - rest) * frame + prev_pos; rest = pos; prev_pos = new_pos; setpointattrib(0, "P", pts[i], new_pos); } Advanced: // Primitive wrangle. #define TWO_PI 6.2831852 addpointattrib(0, "N", {0, 0, 0}); int pts[] = primpoints(0, @primnum); int npt = len(pts); // Loop variables. vector rest = point(0, "P", pts[0]); vector prev_pos = rest; matrix3 frame = ident(); for (int i = 0; i < npt; i++) { vector pos = point(0, "P", pts[i]); vector delta = pos - rest; rest = pos; // Make normal. Point normals could be used instead. vector normal = normalize(cross(cross({0, 1, 0}, delta), delta)); if (length(normal) == 0) { normal = {0, 0, 1}; } // Drive a shape with ramps and multipliers. vector axis; float ramp, angle; // Twist the bend axis. axis = normalize(delta); ramp = chramp("twist_profile", (float) i / npt); angle = fit01(ramp, -TWO_PI, TWO_PI) * ch("twist") / (npt - 1); rotate(frame, angle, axis); // Bend the curve. axis = normalize(cross(normal, delta)); ramp = chramp("bend_profile", (float) i / npt); angle = fit01(ramp, -TWO_PI, TWO_PI) * ch("bend") / (npt - 1); rotate(frame, angle, axis); // Compute new position and normal. vector new_pos = delta * frame + prev_pos; prev_pos = new_pos; setpointattrib(0, "P", pts[i], new_pos); setpointattrib(0, "N", pts[i], normal * frame); } curl.hipnc
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