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## Popular Content

Showing most liked content on 01/07/2021 in all areas

1. 2 points

## Split Curve Trail decay

@Aizatulin I found What he posted maybe it can be of some Help for your Coding-bezier clip ------------------> LINK Takuma Miyamoto
2. 1 point

Cool(hot) real-life lava reference
3. 1 point

## Split Curve Trail decay

Hi, here is an example doing the split and shrink part by an array input. The base method is using a clip node in the background. The array represent the u-parameters on curve (which should be sorted ideally). If you want to use particles along the curve, you can probably capture them using xyzdist() and take the uv.x value to create an array. Haven't tried this yet but it should work. split_shrink_curve.hipnc
4. 1 point

## Orbit or Twist Points Around a Curve

Hi, you can use a path deformer on the input geometry for example and apply a volume wrangle to peform a rotation/scale on the density (using an orientation frame on the curve). tornado_path.hipnc
5. 1 point

## best approch for this kind of stuff

@nemsi I have only This Old Setup it Works On 16.5 ..So you can investigate and try to Adept to 18.5 PointC.hipnc
6. 1 point

## Flip simulation problem

Thank you, i used Ray !
7. 1 point

## Using Arrays with no duplicated values

Hello, i'm new houdini, new to vex and not done any programming for a long time (most of the forum sighs) Coming from a 3DS Max background I’m absolutely loving Houdini, and can really see the power VEX can have so trying to focus a good chunk of my learning time to get comfortable with it right from the start. I've been building a very simple point infection model to get familiar with the various bits and pieces. As part of this I’ve been storing point numbers to an array, using this in a solver and each frame more pt number get added. The only way i could see to do this was to take two arrays, combine them and then deduplicate, but this seemed a bit long winded and not very efficient. Searching around Stack overflow I noticed that in Javascript there was a find function and also this exists in VEX so instead have now used that to search the array and add any unique points on-the-fly. I guess my question is whether this is actually the best way to do this? It's little frustrating that find() isn’t listed on the https://www.sidefx.com/docs/houdini/vex/arrays.html page as I’d have probably tried it sooner. Which is why I’m wondering if there is a reason it's not on there? Sorry bit long winded and hope this makes sense These are the two options ive used: using Find() and only writing if not already in the array i[]@pointsArray1 = {0,2,7,8,10}; i[]@pointsArray2 = {0,3,5,7,8,11,15,16,10}; for (int i=0; i<len(i[]@pointsArray2);i++){ if (!(find(i[]@pointsArray1, i[]@pointsArray2[i])>=0)) { push(i[]@pointsArray1,i[]@pointsArray2[i]); } } De duplicating the array post i[]@pointsArray1 = {0,2,7,8,10}; i[]@pointsArray2 = {0,3,5,7,8,11,15,16,10}; i[]@newArray; foreach (int num; i[]@pointsArray1){ for(int i = 0; i<len(i[]@pointsArray2);i++){ if(num == i[]@pointsArray2[i]){ push(i[]@newArray,i[]@pointsArray2[i]); } } } push(i[]@pointsArray1,i[]@pointsArray2); for(int i = 0; i<len(i[]@newArray);i++){ removevalue(i[]@pointsArray1,i[]@newArray[i]); } thanks
8. 1 point

## openGL attribute documentation

'gl_showallpoints' works, it's part of the grain setup. So if you have grains constrained together it still shows the points and sprites instead of just the constraint prim. (http://www.sidefx.com/docs/houdini14.0/nodes/sop/grainsource) There is also 'gl_wireframe' I've found.
9. 1 point

## High FPS flip fluid and RBD sim

you can use resize with out any trouble. just read in the frame on which the pyro sim is the biggest, bound it and create a volume with the same devision size as your sim. Volume merge your sim into the new volume. Now the whole thing should look like you simulated it with out resize, but you still get the time save that resizing gives you. Just do the time blending on this new volume.
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