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Showing most liked content on 12/15/2019 in all areas

  1. 2 points
    Hi Masoud, you can read the primintrinsic() typename or typeid: https://www.sidefx.com/docs/houdini/vex/functions/primintrinsic.html I was googling for a complete list of those types, but found nothing right now.
  2. 1 point
    just use SOP import COP, it does exactly what you need cop_volume_slice_sopimportcop.hipnc
  3. 1 point
  4. 1 point
    Inspired by a tool done by Simon Houdini I decided to recreate same tool on my way. Basically is a nested boolean system which iterates over itself. Starting from a basic cylinder there are three ways to add detail. First is a cylinder which is usefull to generate pivots or a central hole. Second is a circular array of boxes or a circular curve and third is a ray node projecting points over the mesh and copy cylinders there ( useful to attach bolts, screws or make small holes). There are a lot of room for improvements, maybe is not the most user friendly tool of the world and I should try to find a clearer ways to manipulate the tool. I had a lot of problems adding handles or guide geometries because I didn't find the way to switch the guide geometry to older iterations and things like this. At the end I kept at it was without guides and handlers. Please take a look and test the tool. Would be nice have your feedback and ideas for improvements. The tool can be downloaded from here: https://drive.google.com/file/d/1rDgRtMYhhllZWNdANppqnBo9NahtlZNV/view?usp=sharing Thanks for testing it. O.
  5. 1 point
    Hey Aizatulin, First of all thanks for your comment and for testing the tool. About the bevel, definitely, I should do this. Thanks Man
  6. 1 point
    Here is the complete list: https://www.sidefx.com/docs/houdini/hom/hou/primType.html
  7. 1 point
    Since you already have a solver, you can set a "active" state there. Particle_Growth_example_fix.hiplc
  8. 1 point
    There is a lot of useful info in the video. It is long. Here is a mashup between two of the example files from the Masterclass. They inflate, then they rise. ap_balloons_on_strings_source.hipnc
  9. 1 point
    or if you want to be precise, keep top polys of your shape and boolean with a plane to create seam ray_boolean_seam.hiplc
  10. 1 point
    The way dop was designed, you need an object of simulation type (pop, flip, smoke, vellum). Each have an initial state you can decide how the object state is when the simulation started. For most simple simulation that doesnt require additional sourcing whilst the sim running, its fine. most of the examples have a source node that set the object state only at the beginning of the sim ($ST==1). I believe it is nice for someone new to understand the logic. Source node also have a complete(ish) settings to help determine how a new items sourced should behave (life, vel, timing intervals, etc)
  11. 1 point
    http://patreon.com/posts/32321342 I made a number of modifications to the standard Houdini GUI that focuses on increasing the productivity by maximizing the screen estate to its limits. Here are some of the changes: 1. Network editor is an overlay over the viewport or the render view, depending on what's visible. It allows working with the network editor while simultaneously seeing the result of the node network, with configurable opacity settings (0.25, 0.5, 0.75, 1). The network editor can be toggled away from and into the viewport using a single key. 2. The whole application is in full screen mode, that eliminates the taskbar and the titlebar of the application. 3. The status bar is at the top inline with the main menu bar. 4. The shelf is completely outside the visible screen space. It can be accessed using the viewport TAB menu instead. Special thanks to Jason Iversen for his overlay network editor sketch.
  12. 1 point
  13. 1 point
    yes when making HDAs DO NOT use the "Edit Parameter Interface" option on the gear menu - those parameters will just live on the 'instance' of the hda in that scene. if you want to add/delete/change a parameter on the asset itself - use the Type Properties it's a bit confusing at first but super important.