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  1. 8 points
    Hey all! This has been on our minds for some time and we finally made a new forum: https://forums.odforce.net/forum/72-marketplace/ There seems to be a growing trend of commercially available tools for Houdini, which is a good thing and so we want to support it while also not polluting the general forums. If you're selling a service or a tool, please put it in that forum. And if anyone stumbles across older threads that have commercially available tools, please flag it and the mods will move it into that space. Thanks! M
  2. 8 points
    You asked, @srletak, here you go HIP file: https://www.dropbox.com/s/z21g0nl0qhl1c50/vellum_grass015_send.hip?dl=0 It's a simple way to make such kind of motion. I sometimes post different setups on Houdini Artists FB group. Feel free to join on FB/Insta to know about another hippy
  3. 6 points
    Just to show the blender heads how it's done ; ) I have created a tutorial on modeling a procedural donut and chose this place for posting the (updated) hip file. donut.hipnc
  4. 6 points
    Hey Guys. I made this little quicktip video about collision optimization. Have a watch if you fancy.
  5. 6 points
    Now I get it , just to fine adjust and I'm goona posted hipnc .
  6. 5 points
    The End is Nigh! Houdini 18 is COMING!!! Kicking this wish list off as by all trending and statistical estimated Houdini 18 should be arriving in the Halloween time period of old. My first wish is a call to ARMs! Seriously speaking maybe one day Python 3 inline with the Visual Effects Society guidelines for 2020, but long term a lot of hardware profiles are switching to ye-old ARM based architecture something as old as SideFX itself and installed on over a 100 Billion devices. The catch is these are the IOT, Mobile, and XR hardware of the world which to be fair is still behind server racks. However the phone has drastic computing potential that if Intel would stop fighting it due to licensing issues ARM and RISC would have taken over the market. I really hope COPs has a second a life. It's easier to use SOPs and VEX for processing images and HEIGHTFIELDS than with COPs with far less bottle necks and crashing. The amount of nodes and stability in COPs is falling far behind all other contexts including every ones darling wrangle node. I would almost wish for COPs to be fully integrated into SOPs or MATs. Streamline the support into two heavily invested areas already. Gaining several debugging abilities that are just not implemented in COPs like the Geometry Spreadsheet. There are 151 nodes in COPs in which a lot of them could become quickly redundant if ported to either SOPs or MATs. If converted to MATs we would then have a Substance equivalent, especially if they gave the node UI a little love to show per node images. The biggest risk is overloading another context, but to be fair COPs is so severely under loaded it falls into the second tier of networks, so porting those tools would be a mere blip on the radar of total node count. My most realistic wish currently if for subnets and managers to have the flatten ability like foreach loops with the ability to collapse and dive into them. This would maintain networks for those of you who fear the combined context, but also allow to flatten simple networks so you can easily trace and debug all dependencies. As always this is a non-official wish list. So please submit BUGs, RFEs, and Questions to support. Also for anecdotal questions and rants branch them to another thread people will more likely help you for dedicated issues. -Ben
  7. 4 points
    Haven't seen 18 yet so don't know if the code editor was improved, but if not, this still is my ABSOLUTE NR. 1 wish. if(code_editor_improved != true) { Code editing in Houdini Wrangles is - well - crap. It's a total shame we don't even see command parameter lists when typing since even in value fields typing expressions does it and has autocomplete for paths etc. Even only bringing that ability to the VEX editor would be very helpful. Of course it would also make a lot of sense to have other settings and helpers in there, like auto-closing brackets, more clever cursor positioning, offering existing variables and attributes when typing etc. - the Houdini devs should know ALL about that, they probably spend their life in real code editors... The use of external editors could be improved a lot if a.) we wouldn't have to press ALT+E twice for the external editor and wouldn't have to get to the floating editor first each time and b.) if that connection would be "live" like for instance the Pinegrow Web Editor does it with a little plugin for Code and Atom, where you can type in either the internal or external editor and they update each other in realtime. The current system is too clumsy and the 3rd party implementations also aren't really there (no negativity towards the authors intended at all!). Make it native! Make it goooooooood! } else { All is well. Nothing to see here. :-) } Cheers, Tom
  8. 4 points
    Trying to recreate Scott Draves' algorithm in Houdini with VEX:
  9. 4 points
    If you've worked for more than a year or two in Visual effects you've likely seen or experienced yourself the dreaded call to get something PERFECT. But, as it is said "Perfect is the enemy of good enough." I bring this up because it's certainly happened to me. I've only recently in the last couple years become really comfortable with saying "screw it, this is fine". But it seems like a skill I should have mastered earlier in my career. So, hopefully a beginner will find this post and read it and save themselves some frustration. Has this ever happened to you? Has this happened recently to you? Have you been chasing down a technical solution to something when something quick and messy and by hand would have probably worked fine? Have you ever simmed and resimmed and tweaked and resimmed again and again trying to find that one set of parameters that would look great when really those few stray particles could have been deleted by hand after it was cached?
  10. 4 points
    What So a while back here at Filmakademie, four of us got together for 4 (!) days to hack together something that would work with Dolby Atmos, a very special sound system that is supposedly "truly surround" and just has a crapton of speakers all around you. How We just built lots of different setups that were all driven by a velocity field from a smoke sim that was based on an animation matching the audio. Quite happy with what came out at the end considering the time spent on it - it was great fun to work on it too. I would gladly share all of our setups, but unfortunately, everything was wiped as we worked on a temporary network drive. *mega-facepalm* But well, now it's art. The only thing left over is this one setup for the meshed smoke, which was one that I did: meg_glowsmoke_v16.hipnc Hope you can learn something from it. A huge shout out to my colleagues, Lucas Bruchhage, Tim Markgraf and Mike Razniewski that were such a great spirit.
  11. 4 points
    Hi Khaled, you can transfer geometry shapes and attributes to pixel maps with VEX functions such as uvsample(), xyzdist(), primuv(), volumesample() and nearpoint() inside a VOP2COP Generator. I attached examples covering: Transferring attributes Blending image textures by attributes Tracing points Tracing closed 2D curves Tracing open 3D curves Tracing flattened meshes Sampling volumes Combining those should give you a good variety of procedural image painting options, either directly or for masking: Another option esp. for baking ambient occlusion or even rendering perspective views would be raytracing with the intersect() function. GEO_to_COPs.hipnc
  12. 4 points
    Here is an example if you're interested. for the lowres sim, I had to change the "color" Enable Solver DOP, it required Alpha, and I didn't want that. for the upres, I just added "Cd" in the gasAdvect. As a bonus, I added a scalar field name "cdl", it's used to store/set the length of Cd on every frame, it keeps the colors visible for much longer. left: div size=0.2, right: div size=0.033 (6x upres) advect_Cd_bunker_001.hiplc
  13. 4 points
    Hello, with more than 10 years of experience, I'm looking for interesting VFX projects. Softwares: Houdini, 3dsmax Website: www.deko.lt Instagram: www.instagram.com/deko.lt ShowReel: https://vimeo.com/236899608
  14. 4 points
    For the full course, visit : https://www.cgforge.com/course?courseid=quaternions-matrices In this quick tip, we take a look at a practical example which takes advantage of both quaternion and matrix (and/or Euler) based rotation.
  15. 4 points
    Hi, This is going to be my next training series. Procedural armour generation in Houdini. There's still a lot of work to be done. I need to detail the torso, the neck and finally build a head gear. But it's coming along fine, so I figured it looks decent enough to share.
  16. 3 points
  17. 3 points
    seems like logo generator asset was finally updated from using Cookie SOP to Boolean SOP
  18. 3 points
    It's actually based on our old logo.
  19. 3 points
    soon for everyone(hipnc) to have fun, just to fine adjust yupiiiiii
  20. 3 points
    Already replied on the sidefx forums but just in case anyone here is curious, the answer is to reverse the nested dielectric "surface priority" parameter on the materials... he has his priority settings backwards. lower number = higher priority, so set the droplet priority to 0 and the bottle priority to 1 and the refractions are clear.
  21. 3 points
    Take a look inside MOPs Pivot, if you can download MOPs where you are. There's a bunch of VEX in there that shows how to modify pivots in a number of ways without affecting the visible appearance of the packed primitives. Pivot adjustments are affected by scale and orientation, so there's some tricky bits in there that are easy to miss...
  22. 3 points
    Got some help on Discord. ap_toad_trails_for_atom.hiplc
  23. 3 points
    Check out the course at: https://www.cgforge.com/course?courseid=pyro-i Thanks for watching!
  24. 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. 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 [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 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 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 Deform Pyro Along Path Bend Pyro Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Qiita Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Guillaume Fradin's Mocap Crowd Series(no longer available) 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 SideFX Go Procedural
  25. 2 points
    Howdo folks, Vancouver's HUG has just wrapped up its 2nd annual T-shirt design competition and I thought i'd share the designs with you. Natalia Loktionova - Circle, won it with 25% of the vote .. then Helen Ahlberg - Nodes, in second, ... and Steve Shearston - ConceptA, in third All in all, it was a very good competition and I look forward to wearing the shirt when it comes back from the printers Cheers Ed Lee VHUG Admin
  26. 2 points
    thank you "qmultiply" was the thingy i needed. In my lack of knowledge i was trying subtract/add etc. or this wrangle. as it turned out, Bullet is spitting something that has completely messed up values, and they need to be reconstructed with intrinsics FROM: http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#RBD_extract_correct_transform_attributes matrix m4 = primintrinsic(0,'packedfulltransform',@ptnum); matrix3 m3 = matrix3(m4); @orient = quaternion(m3); @scale = cracktransform(0,0,2,0,m4); v@pivot = primintrinsic(0,'pivot',@ptnum);
  27. 2 points
    Hi Johannes, have you looked into cracktransform() yet? It extracts transform vectors one at a time: // translate (c=0), rotate (c=1), scale (c=2), or shears (c=3) vector cracktransform(int trs, int xyz, int c, vector pivot, vector pivot_rotate, matrix xform) https://www.sidefx.com/docs/houdini/vex/functions/cracktransform.html
  28. 2 points
    @domsewell sorry, but i have no time to do a tutorial like this. it's a complex process mixing a lot of vex and a few part of python . it take more than three months to have a complete system (include load/save building's modification for all the stuff ) not finish at this time (a long way is in front of me) but the "base" is here. "it's not easy , but that's why we like that"
  29. 2 points
    This is a very outdated thread. UDIM textures are supported in mantra and the viewport with the (admittedly rather awkward) %(UDIM)d syntax. /path/to/image%(UDIM)d.exr Luckily the file chooser has an option to insert this token for you.
  30. 2 points
    Only ink left in our printer was orange.
  31. 2 points
    One seemingly hidden feature in Houdini is the power to attach expressions to time segments between keyframes. In this tutorial, I'm going to show you how to harness this feature to create your own custom interpolation model. We are going to make our own full-featured overshoot f-curve, which will read the incoming channel velocity and create and oscillating motion that exponentially decreases until it arrives at the exiting keyframe value. This tutorial is intermediate to advanced level, with most of it being done in python. Later, I show how convert the code to HScript. Coding experience and familiarity with Houdini is assumed. Houdini Version: 17.5 Level: Intermediate-Advanced Prerequisites: Python/HScript Running Time: 37 Minutes You can buy the tutorial here: https://gum.co/OHlDB
  32. 2 points
    scene_viewer = hou.ui.paneTabOfType(hou.paneTabType.SceneViewer) scene_viewer.setPromptMessage('')
  33. 2 points
    Hey Robby, you can translate random lines to center by calculating the average of their end points: // translate to origin vector pos = v@P; int pt_nb = neighbour(0, @ptnum, 0); vector pos_nb = point(0, 'P', pt_nb); vector center = avg(pos, pos_nb); v@P -= center; To align them first calculate the direction from one end point to another. Then use the dihedral function to create rotation matrices towards the desired axis. vector axis = chv('axis'); // rotate to axis float neg = sign(pt_nb - @ptnum); vector dir = normalize(pos_nb - pos) * neg; matrix3 rot = dihedral(dir, normalize(axis)); v@P *= rot; That way all lines should point at the same direction: center_align_edges.hipnc
  34. 2 points
    I made some progress on bending the pyro along a path. Extreme bends in the curve, reveal the rasterization, however. I pulled in a path deform subnet that I found at this link. ap_path_pyro_volume_093019.hiplc
  35. 2 points
    Hi People! this has a lot of potentials I think sources ---- https://github.com/JosephFiola/BookofShadersHoudiniVex https://thebookofshaders.com Joseph "While Houdini does support GLSL code to render shaders into the viewport, I have not implemented this yet. For now these examples are only visible in the render view using the Ray Tracing render engine." We have examples for 2 and 5 chapters .....if you plug inline-code in CD on Point Vop, you can see everything..and its easy to manipulate.. I am interested to know some process ( Just what to change ) and appreciate help with this. converting rest of some chapters like patterns for example to inline code https://thebookofshaders.com/09/ https://thebookofshaders.com/08/ Thanx
  36. 2 points
    playing around with a design, trying to make it mechanical and organic at the same time
  37. 2 points
    Ah cool to know Yes, it should be possible to make a volume defomer via this method! The "Only Output Created Geometry" checkbox is a handy feature in the volume wrangle for these kind of setups.
  38. 2 points
    Yep, that's me on BA, too. I've been looking at the new 2.8 offerings, Eevee. Thanks for the file. I am still getting up to speed, with volume wrangles and your example helps. I have extended the wrangle, to include the temperature and heat fields as well. I think it might even be possible to replace the bend with a point deform and send the entire simulation down a path. ap_bend_pyro_volume2_092819.hiplc
  39. 2 points
    New version of the file, with foot planting on the other agents ! testWalkOverDeads_vMocapBiped_v3.hip
  40. 2 points
    Hi Atom, here's a simpler way to achieve the same effect with a better volume quality: I've made the changes to your .hip file:) Let me know if you have any questions! By the way are you the same Atom as from BlenderArtists forum? Cheers, Luca ap_bend_pyro_volume_092819.hipnc
  41. 2 points
    Welcome @DeKo you must share now some interesting hip(ssssss).
  42. 2 points
    while easily possible without coding, I just did a quick wrangle vector startP = chv("startP"); float width = chf("width"); float spacing = chf("spacing"); float length = chf("length"); int nlines = ceil(length/width); for(int i=0; i<nlines; i++){ float linewidth = min(length - i*width, width); vector linestartP = startP + {0,-1,0}*spacing*i; int pt0 = addpoint(0, linestartP); int pt1 = addpoint(0, linestartP + {1,0,0}*linewidth); addprim(0, "polyline", pt0, pt1); } ts_paragraph_line.hip
  43. 2 points
    Hi Alexander, Here is an example. Play with the thresholds on the various Group Expression nodes (it could have been made into one, but more clear to understand with 3) to select the spikes, expand the groups using the last group node with edge depth parameter, and smooth using Attrib Blur. By the way, if you don't need to do it on a lot of scanned objects, then don't do it procedurally, just paint your group and blur the group... Hope this helps smoothSpikes.hip
  44. 2 points
    Flipbook / Mplay: It should be able to create directories by its own while saving. Attribute Wrangle: Quick preview of function arguments while typing. A reliable and responsive way to stop a running simulation at the next frame. (Without killing the cache, crashing, etc.)
  45. 2 points
    Yeah control is a big thing that tends to slow things down. Here's another fun one: https://paveldogreat.github.io/WebGL-Fluid-Simulation/
  46. 2 points
    It's been a while (!) but here's an interim development of the original double wishbone chassis concept. Now you can fully adjust chassis to match car - it's all done via names - so you can transform the model in any way you like (just don't change the point numbering as constraint naming is based on point numbers). Effectively bullet is used to make the constraints easy and the only real simulation is on the wishbone springs. Wheels are pre-animated along a path and then adjusted for roll, ackerman steering angle (inner and outer wheels at different angles). Still quite tricky to adjust the sim because mass, spring strength/damping, load transfer and conetwist maximum angles are all interrelated - change one and you need to change all the others! This test Porsche is overly springy to illustrate the basic concepts at work especially the load transfer forward to back. Needs more work on rest to action transition period, too! To change the car simply bring the new car and wheels into the chassis node and swap out, make sure to transform chassis geo to fit. Change path, collision ground as you see fit.... car_rig_bullet_julian.hip
  47. 2 points
    change the gasmatchfield1 rank to "Vector" instead of "Scalar"
  48. 2 points
    I've been using Houdini for over 20 years. You? What I mean is, have you spent long enough working in Houdini to get used to it? These are just my opinions. 01. If it can be easily changed with a line of code in the 123.py then it doesn't need to be hard coded in the gui. 02. You say project a few times. That's not the terminology. It's a hip file, or document. The project is part of the hierarchy that contains a directory for hip files along with other directories. But yes, a "*" next to the file name saying it hasn't been saved after the latest change would be great. You should submit an RFE for that. I bet other people have. 03. Preview of what? A view of the network? Which network? The last render? Which render? Where would the preview go? 04. Nah. Why? Cross platform drag and drop is sketchy. If you can do it with a script then you already have it. Importing with a file SOP is reliable. 05. It's not annoying to open another Houdini. I do it all the time. These aren't web browser tabs. If you want to work across a bunch of hips consider putting them in the same hip file or building digital assets. 06. The curve SOP? The draw curve shelf tool? What's missing? You can absolutely select multiple points. 07. Yes, the Font SOP kind sucks, but it's bare bones and works. Houdini is not a text editor or a vector design tool. If you need something fancier then do it in Photoshop, Gimp, illustrator, or Inkscape then import it as an eps or ai or exr or png or whatever. 08. Yea, the gui customization could use a tool for tweaking it, but I'd put that way on the bottom of the list. Houdini Dark/Light/Pro is kinda lame. But it works well enough for me and keeps too many people from sliding down the endless rabbit hole of pointless gui customization. And sure, the gradients are a little funky, but whatever.
  49. 2 points
    here is an example, I created boxes based on the points, but you can create points from boxes too if you need it that way cut_by_boxes.hip
  50. 2 points
    Few tips and tricks to manipulate gas simulation. 1. Independent resolution grid. E.g. Overriding vel grid size independent to a density grid. 2. Creating additional utilities. E.g. gradient, speed, vorticity and etc which can be used to manipulate forces. 3. Forces via VEX and some example snippets. smokesolver_v1.hipnc P.S. Some of this technique are not Open CL friendly though.
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