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Showing most liked content on 04/06/2018 in all areas

  1. 1 point
    works for me...here's a simple sample..mine flows up so it's easier to see the inside being Booliened. Just scrub timeline... (don't get too close...it's been known to facehug) vu_BoolienEgg.hipnc
  2. 1 point
    You gave me a wonderful idea. With a vdbCombine Activity Union I create the combine vdb and with a single volume ranger I loop through all the merged velocities fields in the second input and I store in a array the vector for each field. Finally at the end I do an avg(array) and works!
  3. 1 point
    well you are not really limited by the 4 inputs.. just use the op syntax in the volumesamplev('op:/full/path', ...) or for a even more convenient way use spare inputs
  4. 1 point
    The code in a wrangle is applied to each prim/point/whatever at the same time. In your code your say that only primitives with a primitive number of 0 and 4 can be white which isn't possible as it can only have one @primnum assigned, try replacing "&&" with "||". You will also need to initialise the @Cd attribute before the if statement, this should work: @Cd = 0; if(@primnum == 0 || @primnum == 4){ @Cd = 1; } If that's all that you are doing in the ForLoop, then I don't think you need it
  5. 1 point
    https://www.youtube.com/watch?v=JHjm-zfP6sM ... Display Options -> Apply Operation To All Split Views ... Select objects, enter the rotate tool, right click on the manipulator in the viewport -> Global Control ... Path Tool. Although it's very clumsy. ... Help->Example Files->Python Panel Examples->Viewport Color Editor.
  6. 1 point
    I was experimenting with ways to add the spring asset I made post sim. It was a little tricky to extract the spring constraints and replace them, but I cracked it eventually. I also did a very un-houdini-like test where I just copied the spring asset a bunch of times and attached it to an old bit of geo I had lying around. Sorry about the colors on this one. I don't really give it much thought before I hit the render button and go to bed. I posted the hips here. As always, most have ROPs that will need to be re-rendered to see anything. I also locked the geo into the scenes, so they are heavier than usual.
  7. 1 point
    yeah basically you do a 'trace' advection setup, walking backwards in time to find where the fluid would be in the next step. This example's pretty basic, I would want to add some modifiers based on density and velocity magnitude to make the step size more adaptive. rendertime_advection.hip