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## Popular Content

Showing most liked content on 10/23/2015 in all areas

1. 3 points

2. 3 points

## The Wave breakdown

Hi all! I just wanted to share the latest vfx job Gimpville did on The wave(norwegian disatster movie). Houdini was used for all the simulations and rendering and we couldnt have done this in any other software. Myself and Ole Geir Eidsheim was responsible for all the Houdini magic on this show. Its all flip/pops/sops/bullet/pyro and mantra awsomnes! Hope you all like it! Enjoy!
3. 2 points

## Houdini, Algorithms and Python

Haven't posted my work here in a long time, but here's a hip file in which I used Python to implement the divide and conquer closest pair of points algorithm. Obviously not nearly as fast as a pcopen lookup, but I wanted to learn about the divide and conquer paradigm and had a lot of fun figuring it out! Code runs in O(n*log(n)) time, as explained in the following video: Enjoy! Comments are always welcome And no, I don't script in C++, no need to tell me that it's faster divide_conquer_find_closest.hipnc
4. 1 point

## Secondary fractures with POPs? (see example)

Hey, First off, thank you for taking the time to read this and help me out. I am a bit unhappy with the flexibility of the Voronoi Fracture Configure Object node (from Make Breakable), so I found this: From what I understand, he is piping the first-fractured pieces through a foreach node, adding a centroid point - all done. My problem is figuring out how that centroid point can be divided into more points (eg. by time), thereby also re-fracturing the current piece into tinier bits. If I didn't explain something properly, please do let me know. Thank you!
5. 1 point

## beginner VEX question / set @Cd with custom value does not work

You are right. int a=3, b=2; i@i = a / b; f@f = (float) a / b; No need to cast both sides of expression to float, by the way. The right side will be converted implicitly. There will be an Implicit Bingo in single wrangle.
6. 1 point

## beginner VEX question / set @Cd with custom value does not work

Another way which can sometimes be easier to read is dot syntax: @Cd = 0; @Cd.r = @displaceValue; @Cd is one of the few special values that automatically converts itself to a vector, so @Cd=0; gets converted to @Cd={0,0,0}; You can also call the suffix as r/g/b, or x/y/z, or an array index, all are useful depending on circumstance. Ie, @Cd.x = 1; @Cd.r = 1; @Cd[0] = 1; are all the same, and will make the points red component to 1.
7. 1 point

## beginner VEX question / set @Cd with custom value does not work

You can't have variables inside of brackets like that. You would have to do: @Cd = set(@displaceValue, 0, 0);
8. 1 point

You need to put the light source behind monitor to see the rest of the help page.
9. 1 point

## Exporting Houdini Particles to Maya

WTF is this BS? So Nuke and Fusion opens the Houdini (particles/points only) alembic files without any issues but Maya just don't import particles/points it seems. Also tried cleaning the attributes - and when that didn't work - even tried copying an add node point onto each particle so it's really stripped of all particle related attributes, but no difference. No clue what is going on. Importing Alembic meshes works great though.
10. 1 point

## Cutting system [perhaps FEM working]

I have assembled a simple example for you to start with. For soft body effects you should push it a bit further. Edit. and another example of cutting thin soft body sheets. It is even more simple. cuttingSys_1_.hip cuttingSys_2_.hip
11. 1 point

## Orient, rot, N + up, v etc: Instance rotation question

Sooner or later you will have to have a decent orthogonal frame of reference either as a matrix3 or orient (quaternion). N, up etc are good for basic copy/instancing. How you can get this frame is another problem depending on your case. PolyFrameSOP or computed manually etc. Using orient seems to be the most straightforward, but it's just another version of N and up combo (cleaner, because you can do math on it, either with quaternions or matrices). Basics attached. dancing_teapots.hip
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