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Showing most liked content on 09/14/2020 in all areas

  1. 2 points
    Here is the same result, but orientation is set by the @orient attribute: @zero_to_three = floor( 4 * rand(@ptnum)); float angle = @zero_to_three * radians( 90 ); vector axis = {0,1,0}; @orient = quaternion(angle,axis); quaternion.hiplc
  2. 1 point
    Hello everyone! Every Monday at 12am for the last 3 weeks I have been uploading VEX snippets as mini-tutorials on my website: https://aaronsmith.tv/1-Minute-VEX Here, through '1 Minute VEX', I'll try to walk you through some of the more obscure and advanced functions that exist, and add as much explanation as possible to accompany the images in text based form. These are not for Houdini beginners! I also intend on all of my website's educational content being free - permanently. No donations, no subscriptions, no coupons. Below is 1 Minute VEX III as an example; Let me know if anyone has any suggestions for improvement! - 1 Minute VEX III - Ray-Cast Ambient Occlusion
  3. 1 point
    To get color with the sparse pyro, you'll need to source/resize/advect. source : Volume source: add Cd resize : Advanced/Resizing/Extra Fields: Cd advect : Advanced/Advection/Extra Fields: Cd check the attached hip file sparse_pyro_color_01.hiplc
  4. 1 point
    Hi Dominic, here is one possible way. File is attached. @zero_to_three = floor( 4 * rand(@ptnum)); float angle = @zero_to_three * radians( 90 ); vector axis = {0,1,0}; matrix3 m = ident(); rotate(m, angle, axis); @up = {0,1,0}; @N = m * {0,0,1}; 0-270.hiplc
  5. 1 point
  6. 1 point
    oh, that was not clear at all, in that case you can use Distance From Geometry node for example, that will give you also some falloff Vex_fix2.hip
  7. 1 point
  8. 1 point
    this is the file , I tried several things : detailintrinsic , primintrinsic , totalvolume but I couldn't solve that Vex.hip
  9. 1 point
    You should use it for static model at first frame of your animation.
  10. 1 point
    My wishlist * Multi-threaded CHOPS * Extra nodes in shops such as channel compression (just mule audio waves compression in music), i believe in touchdesigner it already exists. * Better built in code editor * an extra full non procedural modeling system * Bringing COPS up to level with NUKE/Fusion * Better FLIP control for small scenes * Better documentation with more explanations where its needed of example files when applicable * Better hair frizz and bend methods (quick go go crazy) * Better hair clumping node (with more control to not let it start from the absolute root) that being said, sideFX prob came up with stuff I didn't even know i needed : )
  11. 1 point
    Have you tried the Intersection Analysis SOP?
  12. 1 point
    You can fit-range an attribute with setdetailattrib() set to "min" and "max". 1st pointwrangle: setdetailattrib(0, 'height_min', @height, "min"); setdetailattrib(0, 'height_max', @height, "max"); 2nd pointwrangle: float min = detail(0, "height_min", 0); float max = detail(0, "height_max", 0); @Cd.g = fit(@height, min, max, 0.0, 1.0); fit_range_VEX.hiplc
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