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  1. 16 points
    Hello Houdini Users, Today we celebrates the 25th Anniversary of Jeff (Old School) Wagner joining SideFX! Over the past 25 years Jeff has helped so many of our customers learn Houdini through his detailed Tech Support replies. His insightful online tutorials. And his enthusiastic live presentations. Jeff has never run out of exciting new things to show us in Houdini, (and Prisms in the early days). If you would like share your experiences of watching Jeff's classes please do so. And take a moment to wish him a Happy Anniversary! All the best, Jenny Blacklock. Technical Support Manager SideFX
  2. 10 points
    Great stuff, Nicolas. This is starting to look Giger-like already! You don't necessarily need to create UVs in SOPs, though. To project textures on those VDB meshes it's arguably more efficient to do in a shader: 1) Transform position to world space. 2) Curve IDs shown as random colors. 3) U value from curves in HSV colors. 4) Direction to nearest curve position. 5) Tangents from curves set to absolute. 6) Direction to curve oriented along tangents. 7) V coordinate enclosing each wire. 8) UV coordinates in red and green. 9) UV mapping an image texture. 10) Texture based displacement along curves or at least what happens when mandrills do the job ; ) The material snippet: string geo = 'op:/obj/curves/OUT'; P = ptransform('space:current', 'space:world', P); int prim = -1; vector uvw = vector(0.0); float dist = xyzdist(geo, P, prim, uvw); vector pos = primuv(geo, 'P', prim, uvw); float u = primuv(geo, 'u', prim, uvw); vector tangent = primuv(geo, 'tangentu', prim, uvw); matrix3 rot = dihedral(tangent, {0,1,0}); vector dir = normalize(P - pos); vector dir_mod = dir * rot; float v = fit( atan2(dir_mod.z, dir_mod.x), -M_PI, M_PI, 0.0, 1.0 ); P = set(u, v, 0.0); curly_curves_shader.hipnc
  3. 7 points
    Not that recent, but excellent execution:
  4. 5 points
    if each of your pieces is mostly enclosed then you can measure volume per piece, if it's negative, it's inverted ts_reverse_inverted_pieces.hip
  5. 4 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
  6. 4 points
    1. Regarding the pinch: You can get rid of it by either setting the 'destination min' of fit2 to something greater than 0. Or by simply unplugging it from the next node called smooth2. 2. Regarding a more casual solution on arbitrary curves: There is no shame in using standard SOP nodes. The resample node can create a U attribute running along each curve from 0.0 to 1.0. The color node maps float attributes such as U. The attribute transfer node blends those colors to the grid by taking some nearby samples. .. which can then be smoothed even further by an attribute blur node. In a VOP measure the distance with xyzdist, tune the result with a curve ramp and mix your gradients against a solid background color. colorcurve.hipnc
  7. 4 points
    Hi Mirabela, you could trail curl noise and mesh it with varying thickness. Finer details could originate from a displacement shader utilizing to the same curves again. curly_curves.hipnc
  8. 3 points
    I put together a fuel based version of the basic density based starter rocket launch scene. This scene includes a couple of additions, that I have seen posted, here on OdForum, including Fencer's smoke drag, based upon distance from origin, and hand drawn velocity curves to encourage the smoke to travel along the curve shape. The support nodes for the hand drawn velocity are shaded purple, in the DOP network. Play around with the fit values on the gas wrangle to alter damping. Increase popnet particle count to send more fuel into the system. Increase popnet life to make fuel linger, longer. ap_rocket_lift_off_fuel_based_090919.hiplc
  9. 3 points
    When decorating three-dimensional meshes I usually rotate() the directions from N to up so they are horizontal for atan() to work properly. float radius = chf('radius'); float tol = chf('tolerance'); int pt_near = nearpoint(1, v@P); vector pos_near = point(1, 'P', pt_near); vector nml_near = point(1, 'N', pt_near); float dist_near = distance(v@P, pos_near); vector dir = normalize(v@P - pos_near); vector up = set(0,1,0); matrix3 m = dihedral(nml_near, up); dir *= m; float angle = fit( atan(dir.z, dir.x), -M_PI, M_PI, 0.0, 1.0); vector color = hsvtorgb(set(angle, 1.0, 1.0)); float width = abs(dist_near - radius) < tol; v@Cd = color * width; color_wheels_3D.hipnc
  10. 3 points
    You can create lots of color wheels around points on a grid: float radius = chf('radius'); float tol = chf('tolerance'); int pt_near = nearpoint(1, v@P); vector pos_near = point(1, 'P', pt_near); float dist_near = distance(v@P, pos_near); vector dir = normalize(v@P - pos_near); float angle = fit( atan(dir.z, dir.x), -M_PI, M_PI, 0.0, 1.0); vector color = hsvtorgb(set(angle, 1.0, 1.0)); float width = abs(dist_near - radius) < tol; v@Cd = color * width; color_wheels.hipnc
  11. 3 points
    I posted some results of first tries of adapting your workflow on my behance, Konstantin, i hope it's not a problem for you. https://www.behance.net/gallery/85035827/Dogs-of-Tindalos
  12. 3 points
    Here is the second part - still with music and higher screen resolution though. If I end up doing another one of these, I will increase the UI size in Houdini. The application was to find simulation parameters for a tree simulation. The parameters subtly depend on each other which makes genetic algorithms reasonably suitable. The real challenge is expressing the target function. In my case, I just used the volume of the convex hull but the total length of all wires may be another interesting one to consider.
  13. 3 points
    Haha, well, marketing guys promised they'll try to think of something. As to the custom AOVs - it's now supported. You can even isolate the AOV to specific primitives inside an instance hierarchy(e.g. agents) using attributes. We kind of forgot about it, and nobody asked during the Beta. All the best!
  14. 3 points
    Hi Tim, you can create a wheel by color-mapping the arctangent of your point positions. The smooth function's rolloff parameter can then be used to control the bleeding amount around the circle. colorwheel.hipnc
  15. 3 points
    For a wireframe shader with consistent line widths, first create a primitive attribute that contains all point positions. Then inside a shader choose point pairs for ptlined() to determine the shortest distance to your shading position to check against a custom wire width. // primitive attribute with point positions int pts_prim[] = primpoints(0, @primnum); v[]@pos = {}; foreach(int pt; pts_prim){ vector p = point(0, 'P', pt); append(@pos, p); } // shader snippet feeding point positions into ptlined() // determining shortest distance to check against wire width. int num = len(pos); float dist = 1e6; for(int i = 0; i < num; i++){ vector pos_0 = pos[i]; vector pos_1 = pos[(i + 1) % num]; float dist_curr = ptlined(pos_0, pos_1, P); if(dist_curr < dist){ dist = dist_curr; } } stroke = dist <= stroke; wireframe.hipnc
  16. 3 points
    if connect adjacent points provides good enough outline for your pointcloud then you can as well just use Triangulate 2D + Divide SOP to get exact outline, which will even match outline points nr_foot_outline_alt.hiplc
  17. 3 points
    Thanks a lot for your answers, i will dig the two options you propose tonight. Konstantin, your solution would work for pure procedural shading, or with triplanar maps, but you could not generate UV out of it right? Meanwhile i was playing with super simple polar UV projection and got nice results, here is a test render, but it will not do the trick for more detailed image based displacement.
  18. 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/
  19. 2 points
    change the gasmatchfield1 rank to "Vector" instead of "Scalar"
  20. 2 points
    There is actually an easy way to adjust this. You can just adjust the viewport settings for the template only. (not selectable template) You can take it off ghosted, etc.
  21. 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.
  22. 2 points
    Here are other examples using the foreach node (with less spaghetti node mess ): Sierpinski 3D Sierpinski 2D Koch Curve foreach_examples.hipnc
  23. 2 points
    It's the most versatile 3D package I know and I don't even use it for effects. I guess it's just Houdini's entirely different philosophy and scope that can be overwhelming (and sometimes disappointing) in the beginning. I see Houdini rather as a system for building procedures. But some users don't embrace this and keep requesting to turn it into another Cinema 4D with better simulation abilities.
  24. 2 points
    Here is a modification. sierpinski_cloud.hipnc
  25. 2 points
    Hi @angelous4x you have an idea I have an idea, + + = maybe. transform before /$PI *2 = x and y Confuse a cat play with this and your idea. complex math find http://wordpress.discretization.de/houdini/ //q=(1+i+j+k)/2 must be 1 Möbius strip float cos = v@P.z; float sin = v@P.x; float r = v@P.y; float c_sqr = pow(cos,1) -pow(sin, 1); float s2 = 1*sin*cos; vector C = set(c_sqr, 0, s2); vector B = {0, 1, 0}; vector N = cos * C + sin * B; v@P = C + r * N; //Sudanese surface. vector4 gamma(float t) { return set(cos(t), sin(t), 0, 0); } vector4 N(float tau; float t) { float tau_t = tau * t; return set(0, 0, cos(tau_t), sin(tau_t)); } vector4 f_tau(float tau; float x; float y) { return cos(y) * gamma(x) + sin(y) * N(tau, x); } vector sigma(vector4 v) { return set(v.x / (1 - v.w), v.y / (1 - v.w), v.z / (1 - v.w)); } float tau = chf("tau"); vector4 q = {1, 1, 1.5, 1}; q /= length(q); v@P = sigma(qmultiply(f_tau(tau, v@P.x, v@P.y), q)); or just use file from Matt Ebb a long time ago http://mattebb.com/blog/
  26. 2 points
    Hi everyone, especially the ODForce Team. I am the creator of www.hdbp.io, an In-browser houdini-viewer. The files uploaded in odforces threads are amazing, but currently very cumbersome to open, especially when you have multiple files in one thread. (You know the deal: Download the file, save it somewhere, open houdini, finding the file, opening it...) With hdbp.io I think we could change that. Users can still download files directly, so nothing gets lost, but being able to open them in the browser would obviously be a big help. Of course hdbp.io is completely free. Thoughts? Any feedback is welcomed.
  27. 2 points
    Hi, I'm trying to recreate this very cool tyflow setup in Houdini. In the description he explain's how he is using dynamic PhysX rigidbodies and using attraction forces to move them, looks really cool. I've had a go with some success using the crowd system in Houdini with RBDs and a pop attract. Hip files here worms_03_GC.hip worms_05_GC.hip worms03.avi worms05.avi The idea works but I can't get a nice behaviour using the pop attract, has anyone got any ideas what might work better with the particle forces? Thanks worms_05_GC.hip
  28. 2 points
    I usually just build my own blendshape node with a simple VEX code using lerp() - just one line. https://hdbp.io/BjGNeLeB Easy to change to what you need: https://hdbp.io/e0iS3H5J I find it easier than Aizatulin approach, since you can control the attribute distribution completely by the nodes you want.
  29. 2 points
    Hi, you have two objects and want to use another object, to control the blend amount between both objects? Is this what you are looking for? blend_inside_controlGeo.hipnc
  30. 2 points
    Finally, 2 years later... we are now allowed to talk about it. https://www.jordibares.com/post/2018-07-07/champions-league-rebrand/ The text is a bit lame but it is the only we are allowed to use... sorry guys.
  31. 2 points
    There's no need for any kind of copy stamping or for/each loops for this kind of thing, since the only difference between any of those copied boxes is the transformation matrix. You can pass template point attributes into the Copy SOP that describe the scale of each instance, and Copy does the rest. You can assign the color attribute after the fact; Mantra and Redshift (and probably most other renderers) can read the color attribute from the points and use this to drive the albedo of each instance. In the Mantra shaders this would be done just by enabling "Use Packed Color". instances_no_stamping_toadstorm.hip
  32. 2 points
    Probably the Attribute VOP is more intuitive but at the end of the day it will do exactly the same as the Attribute Wrangle. In my opinion it is much easier/faster to write code in the Wrangle, but this is just my personal (biased) preference. Here is another example, where I've rebuild a reduced version of my prevoius post. This is more to give you some inputs and a comparison between the Attribute VOP and the Attribute Wrangle, where I've used as input a curve, which has a color and radius attribute (for each point). The idea was to capture each point of the grid by xyzdist() to get the closest point on the curve. For this point you can read out the attribute (like radius / color or whatever you define). These attribute can be used gain more control over the color gradient, but you have to set the individually for the curve input. You are totally free how you set these attribute. color_attribute_example.hipnc
  33. 2 points
    Made you a file to test the method. I don't know if that's what you're looking for. morphParticles.hip
  34. 2 points
    Hi Julien, with addpoint() you can reference an existing point to get all its attributes and group memberships: https://www.sidefx.com/docs/houdini/vex/functions/addpoint.html Also, there is a detail intrinsic, which stores all the point attribute names: s[]@pointattributes = detailintrinsic(0,"pointattributes");
  35. 2 points
    Polyreduce with Continue Reducing within Quality Tolerance and a low value for Tolerance, and [x] Preserve Quads. It will find large quads that approximate your geo, but it's not guaranteed that it will always delete those edges. It's doing the expected result on this kind of geo because by construction, there are large quads because of the extrusion. You can force edges in the output with the Hard Edges list though, depending on your workflow.
  36. 2 points
    I do not think you will want to use it like that (if that is the case, yes it will explode). You can control with a popstream or a popgroup and have a nicer split of the particles, here is an example. ParticleReplicator.hipnc
  37. 2 points
    @meldrew and check this
  38. 2 points
    Hi, try to play with gravity dop and popwrangle dops in the DopNetwork and with timeshift sop in DOP_Import also test.mov Scene01.04_01.hipnc Edited: I've did some correction and re-uploaded the scene.
  39. 2 points
    Here is the i@stopped attribute included inside the if statement. I dropped the viscosity threshold, quite a bit, so the fluid would come to a stop quicker. if (@viscosity>3600){ @viscosity = 3600; @v = set(0,0,0); i@stopped = 1; } ap_SimCon1.hiplc
  40. 2 points
    For the full course, visit : https://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.
  41. 2 points
    My quarrel has ended. We found a solution, and Alexey politely took back his harsher words. That was a surprising and nice turnaround in the end.
  42. 2 points
    Just closed your add then added a polypath. Here you go: spider_v02.hipnc (oh and add a fuse after your merge before it goes into the vellum so makes it one object )
  43. 2 points
    HEllo , i was very surprised when i discover today you change the deal we made Alexey ! We deal : DM 1.0 (with possibility of updating to 2.0) for an amount of money. No you have change the deal . It's not this way that work. You cannot change the deal by your own. you have to ask everyone wich have do this deal with you to find a new deal. You are not D.TRUMP, don't act like him. it's not business it's bullshit. If you respect your community, it will grow like you never expect. If not, you will loose it. You can ask in gumraod to people to give what they want by explaining that it was a lot of work more than expected and you need money. I'm sure people like me are ready to support someone wich work hard. you gain support and credibility this way.
  44. 2 points
    For more tutorials, check out cgforge.com In this quick tip, I talk about matrices. If you've ever wondered about what a matrix is, and how they can be useful, then you'll love this introduction to the topic. Thanks for watching!
  45. 2 points
    Just stick the branches into the trunk and other branches. You most likely don't need it to be water tight single perfectly modeled object like it might come out of ZBrush. Don't fall into a science-experiment mentality, it's an endless rabbit hole. Just get the pixels out
  46. 2 points
    Hi Alexey, Last year you said the upgrade from DM1 to DM 2.0 was going to be free, how do current DM users get the new version? thanks
  47. 2 points
    Hi Antoine, to continuously remove parts, it's more reliable to do the subtractions in a voxel field rather than immediately on the mesh. saw.hipnc
  48. 2 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 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
  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
    I had a similar problem that I managed to fix by unlocking my "attribute from map" node and then going to the top right node called "promote_vertex_uvs_to_points". Inside that I changed the promotion method from "average" to "last match" (or "first match"). I'm guessing it has something to do with points along the edge of UV seams having more than one UV co-ordinate, and then something weird happens when it averages the value for all co-ords of that point, I'm guessing it averages over the entire UV area between the co-ords? First or last match probably just chooses the value at the first/last co-ordinate.