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Showing most liked content on 01/12/2021 in Posts

  1. 2 points
    pcfilter returns the average value of an attribute on the points found. If you need anything custom, like the max value of an attribute for example, you would use pciterate/pcimport/pcclose This example explains how the pciterate+pcimport are used to re-create pcfilter https://www.sidefx.com/docs/houdini/vex/functions/pcfilter.html also, pcclose is called automatically https://www.sidefx.com/docs/houdini/vex/functions/pcclose.html
  2. 1 point
    @Librarian Voila !! Now I can move on https://www.instagram.com/p/CJ9wlsBnv-K/
  3. 1 point
    Hi all! I recently made a free public post on my Patreon, a bit of a New Year's gift. In my destruction classes & SideFX conference presentations I've mentioned that I often use geometry grouping to define the clustered sections in my RBD sims. However, it takes a bit of work to create the feedback for-each loops to set that up, so I've finally wrapped it up into a helpful HDA. Demo HIP file included as well. (I also included the HDA in the November 2020 'quick tip' post, but this version fixes a bug in the size-based prioritization, so for patrons that have that version I highly recommend downloading this one instead!) https://www.patreon.com/posts/45769153 https://vimeo.com/496659441 Hope you find this useful, and that you enjoy the new year! :-) ~ Keith
  4. 1 point
    @gupon Thanx This technical Beauty ???
  5. 1 point
    I always have the documentation open on my second screen: https://www.sidefx.com/docs/houdini/vex/functions/index.html just to use ctrl+f to find a function related to the task I'm trying to do It also really depends if you are just new to VEX, or scripting in general, in case of the latter (and even in case of the first) we can always recommend looking at Tokeru's guide: https://www.tokeru.com/cgwiki/index.php?title=JoyOfVex
  6. 1 point
    take a look at the attached file. its using vex to compute the oriented bounding box around prims. hth. petz obb.hipnc
  7. 1 point
    It is possible for simple tasks like in Mat's scene. (in that case you don't need UV volumes at all but he asked for solution using volumes). UV volumes you will use in cases where you can not make a decision to which original mesh the polygons on the new mesh are corresponding to. For example if you have an emitter of fluid which fills some objects and collide with other etc then its resulting mesh can not be co-related to source emitter geometry . Or you write your custom pyro solver or shader where you need UV on your smoke, fluid mesh etc ..... I made an example scene where UV from source geometry is converted to UV field which is then advected by velocity field of pyro solver and in custom smoke shader used to map texture to your smoke. In scenarios like that using UV field is the good option. If you simulate several frames of attached scene and render it, you will see mandril's pic mapped to UV field of pyro smoke. Scene file: http://wikisend.com/download/262402/Pyro_with_UV.hipnc cheers