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Showing most liked content on 06/30/2020 in all areas

  1. 2 points
    it's not exactly just like that, cause while point's hold the values and move themselves, voxels are static and values move from one to another so that's why you can't just import position from another input and hope that you get the right one but if you have evolving rest filed in your first input just bind that and use to sample the noise or if it's in the 3rd input you can use Volume Sample Vector VOP to sample 'rest' and use for your noise, still assuming your rest field is evolving and aligned with the sim or volumes you are applying noise to
  2. 1 point
    You could try the technique described here https://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pyro_stick_to_surface_with_project_non_divergent_sop, which is to source in a velocity field that pulls the smoke toward the collision surface, and once it's close to the surface, blend to a velocity that moves the smoke along the surface. That said, I'm guessing you'll have an easier time running a particle sim and using that to source the density for your smoke, as you originally suspected.
  3. 1 point
    it is exactly like that, import point attribute, you provide input and point index and it will import attribute (P for example) from that input/point the same way as providing input and voxel index can return position of that voxel using volumeindextopos() which you can use to sample value of that volume primitive that's providing you don't know the position you want to sample the volume at already, it's possible that you don't really want position based on index, but that's hard to tell from what you have said so far it's also not very common to have to do that, but as mentioned in the first response you may have the same dimension volume primitive just with different transform and you want to get the location of corresponding voxel, or your volumes may be misaligned a bit like when v@vel field is simmed face sampled and you want to get position and then values of exact voxels rather than the interpolated values at the position of voxels in first input, but if that is not similar to your situation it may be not what you are looking for
  4. 1 point
    or Match Size SOP and just change Justify In Y to Min
  5. 1 point
    in an attribute wrangle: vector bmin,bmax; getbbox(0,bmin,bmax); @P.y-=bmin.y;
  6. 1 point
    This evening is the second Houdini Battle! Wednesday, June 17, 2020 6:30 PM to 8:00 PM PDT My live stream will be going through twitch: https://www.twitch.tv/peterclaes Commentators will be through discord: https://discord.gg/pDTXa43 More info here: https://www.meetup.com/Houdini-Battle/events/271213247/
  7. 1 point
    I heard oil paintings are a thing right now. Here is a initial setup (still lacking all micro details and sweep strokes): Original procedure developed by Will Macneill: http://www.willmacneil.com/portfolio/oil-painting-the-houdini-way painting_2.hipnc
  8. 1 point
    What about something like this... ap_flip_inside_a_container_071618.hiplc
  9. 1 point
    Volume slice, when you choose method - points, matches the voxel count. and you can check the density value in geometry spreadsheet. If that is not good enough, you can do that in volume vop. Just add points where you have density. and color the points depending on your density values. Well as for everything in Houdini, many ways how to achieve it.
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