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Showing most liked content on 11/08/2019 in all areas

  1. 2 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
  2. 1 point
    Hey everyone, so after my very long thread (https://forums.odforce.net/topic/44053-implement-kernel-maths-in-vex/) I finally found a solution. The setup works great at 0.05 res, you might have to dive inside the solver and change some parameters to get it work at other resolutions (especially to get the droplets). Here are some test : Emission threshold at 60 (depending on the situation, there might be some abusive expansion, like at the end on the rubber toy, but this seems impossible to fix when you want a full thin sheet) Stretch threshold at 0.75 / Surface Tension 0.5 Emission threshold at 15 / Stretch threshold at 1.25 / Surface Tension 1 Houdini default Flip with Surface Tension at 1 Crown test with 50 Emission threshold (problem with infinite expansion with liquid dropping from the collider) If someone has suggestion to improve it, feel free to tell me I'm still working on fixing the infinite expansion issue, but the emission threshold is doing great until 20-30 depending on the situation Cheers, thin_sheet_solver.hipnc
  3. 1 point
    nowadays you can use quaterniontoeuler() VEX function, which returns radians however
  4. 1 point
    Thank you very much
  5. 1 point
    I suppose you want to manipulate the "Length" parameter in vex. You can use something like: f@len = chf("Lenght"); and click on the slider button on the right to make a slider. After that you can copy parameter from the newly created slider and paste relative references to the "Length" in your line node. Edit: Ohh, someone already replied. Well, you can you this way too.
  6. 1 point
    Hi, your code snippet already works. I would recommend using relative paths where possible though: f@test = chf("../line1/dist"); You can also use these functions to read ramps, string, vector or integer parameters or their raw value: Cheers, Luca
  7. 1 point
    I want to start spending an hour everyday to just explore simple stuff in Houdini. This will be areas I probably feel I lack a little understanding, as well as ideas I have had but never really executed. Hopefully some form of render will emerge from every little exercise that I do. Last night I had a quick dive into vellum and played around with some Cloth. Rendered in Redshift.
  8. 1 point
    I also slowly started to dive into Ocean spectrums. I was able to get something cool quite quickly, but there is still lots to figure out. White water will probably be next. Rendered with Redshift
  9. 1 point
    More Vellum stuff. This is all the same simulation, however this time the focus was really to explore different camera angles, FOV, DOF as well as directional lighting. I had a few other versions with stronger DOF but they made me dizzy looking at them. So I stuck with these. Rendered in Redshift.
  10. 1 point
    The exterior band voxels are not only important for the collisions, but also for the sticking. You should add more resolution, increase the exterior band voxels and tweak the sticking settings. Stick_Fluid_odforce.hipnc
  11. 1 point
    None of the above are smaller wishes. I wouldn't worry. These wishlist have been around for well over a decade for each major version. Plus as noted this is non-official, for actual BUGs, RFEs, and Question they need to be submitted to support in order to be considered. SideFX staff may be lurking on Odforce, but they do not actually monitor outside SideFX.com forums. Mostly these threads are for ranting, venting, and once in a while a collaborate group hive mind for features that should exist. Also a lot of re-directions for features that do exist, but are obscure in the Houdini lexicon of terminology like the past and thankfully dead Cookie Sop...
  12. 1 point
    I just wish we can select/edit multiple points at a time in Curve Node. It's been so many years, the Curve Tool in Houdini still sucks.
  13. 1 point
    Great technique with the solver SOP! I just found that if you're emitting multiple objects per frame, instead of creating the patch name in the Vellum source, you can stick an Assemble in the Solver SOPs to create a piece attribute & do the for/each by piece. Very helpful when you have over a thousand objects to keep track of.
  14. 1 point
    Keep in mind that everything in your example DOPnet is a single Vellum object, not multiple objects. You can emit more points and constraints into the simulation if you like, but it's all data that's being added to a single Vellum object, "vellumobject1". There's a couple things that will make Houdini very angry when deleting geometry from a Vellum object. First, from my testing it seems that you don't want to delete individual points/prims from a Vellum patch... you want to delete the whole patch at once if you're going to take that route mid-simulation. Second, you absolutely need to delete the associated constraints as well. In DOPs, the actual Vellum mesh is "Geometry" data, but the constraints are "ConstraintGeometry". This means that you need a SOP Solver (or Geometry wrangle, depending on what you like to work with) for both of these data names to delete both the Geometry and the ConstraintGeometry so that you don't end up with constraints that no longer have anything to constrain. I'm attaching an example here... I modified the Vellum Source to change the Patch Name so that each generated sphere has a unique name (based on the frame number when they're emitted), then in the Solver SOPs I run a for/each over each patch, get the minimum P.y position, and delete entire patches at once when their minimum P.y is less than zero. vellum_culling_toadstorm.hip
  15. 1 point
    Hi, I attached a file that goes through some ways I found that will read a channel from CHOPs using SOP wrangles. It is based on the suggestion from this post of adding a spare parameter that reads in the channel using a chop() hscript expression. Then from there, I just discovered that the ch() vex expression can have a second argument that accepts time as an input! With that, you can now use any attribute from your points to sample the channel. In the example file, I sampled using the standard point numbers, and another one using UVs. H16.5.268 Indie - chop_to_sop.rar
  16. 1 point
    If you explicitly cast chramp to a vector first, the 'create spare parameters button' will create a colour ramp. Eg @Cd = vector(chramp('myramp',@P.x));
  17. 1 point
    My bad, now I see, that I actually want to disable lighting component (specular) in the OpenGL ROP in the same way as I would do in the viewport when right clicking on lighting in display options toolbar. Edit I figured it out, after assigning a constant shader, then speculars go away, this viewport if too fancy for my needs
  18. 1 point
    VDB is a sparse voxel storage format. An SDF is a scalarfield (of distances to a surface) which can by stored within the VDB format, or within the dense voxel format in Houdini simply called "Volumes".
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