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Showing most liked content on 09/09/2020 in all areas

  1. 1 point
    Ola you have here DATA BASE of otl-s ..you have BRICK example ..absolute any Brick Combination..Have Fun https://github.com/Fe-Elf/FeELib-for-Houdini
  2. 1 point
    One other option i forgot could be an Ocean Spectrum, here a first test using this method, looks probably close enough to avoid a flip sim. test:
  3. 1 point
    Thank you for your example file Librarian, it will for sure help me to refine the ripple solver part!
  4. 1 point
    here inside you have Ripple Solver...Hope it Helps https://forums.odforce.net/topic/46281-ripple-effect-rebounds/?do=findComment&comment=216436
  5. 1 point
    also since you are trying to access prim attribute value you need to get a single prim first hou.node("/obj/GEO_model/null1").geometry().iterPrims()[0].attribValue("name")
  6. 1 point
    Hi Saori-san, You need to access the geometry on your hou.Node instance. For example: hou.node("/obj/GEO_model/null1").geometry().attribValue("name")
  7. 1 point
    Hi Saori, we have to reference the node`s Geometry, not the node itself. Try this: geo = hou.node("/obj/GEO_model/null1").geometry() geo.attribValue("name") Or, this is the same: node = hou.node("/obj/GEO_model/null1") geo = node.geometry() geo.attribValue("name")
  8. 1 point
    Basic smoke solver built within SOP solver, utilising openVDB nodes. Happy exploring & expanding =) P.S. DOP’s smoke solver still solves quicker in many cases though. vdbsmokesolver_v1.hipnc vdbsmokesolver_v2.hipnc
  9. 1 point
    Filament like structure, combination of Smoke Solver, VDB Advect Points + Volume Rasterize Particles. smokesolver_v3.hipnc
  10. 1 point
    any image, including cops you simply use toNDC() to get coordinates in camera screen space, then texture() call to sample the image like for example if you want to mask out a volume from camera view you can use (Volume Wrangle on scalar non-empty volume named density to be masked) vector uv = toNDC("/obj/cam1", @P); vector4 map = texture("butterfly1.pic", uv.x, uv.y); f@density *= map.a; or to directly set some densities (Volume Wrangle on scalar volume named density) vector uv = toNDC("/obj/cam1", @P); vector map = texture("Mandril.rat", uv.x, uv.y); f@density = luminance(map); or a vector field (Volume Wrangle on vector volume named vel) vector uv = toNDC("/obj/cam1", @P); vector map = texture("Mandril.rat", uv.x, uv.y); v@vel = map; etc. you can of course create parameters for camera and texture and reference COP image if you need to