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Showing content with the highest reputation since 07/05/2025 in Posts

  1. FMX HIVE 2022 presentation by Simon Fiedler & Bastian Schiffer
    4 points
  2. Hi @millsy, maybe start with sweeps as they provide output attributes like primcol to later create patterns. straw_weave.hip
    2 points
  3. Full list of features (based on what was legible in the video) here: https://www.sidefx.com/forum/topic/101604/ (forum doesn't accept the contents for some reason)
    1 point
  4. I worked my way through the spiral particle galaxy tutorial on SideFX. Here is the HIP file for part-1. ap_galaxy_particles_tut_061725.hiplc
    1 point
  5. I'm trying to add Ramp to Dome light in the node view to create my custom background, but I can't figure out how to make it work in the latest version of Redshift 2025.6.0. I know I can add an image, and it works, but in this case, I want to plug in a node. The RS forum is down ATM, so trying my luck here.
    1 point
  6. Here's a HIP file that demonstrates FLIP viscosity hardening over time. ap_flip_viscosity_stack_harden_100920.hiplc
    1 point
  7. typo upper case "P" instead of "p" in the wrangle
    1 point
  8. It seems for me everything above the node using `lopinputprims('.', 0)` would be affected. I've just updated to a newer version of Houdini and the expression does indeed ONLY affect the first primitive piped into the operator! Kind of makes this question redundant as all that was required was an update. Thanks for your help @PixelNinja
    1 point
  9. The second argument specifies which input. So 0 for first input, 1 for second, etc. Is that what you mean? It will also only affect the most recently modified primitives on that input. https://www.sidefx.com/docs/houdini/expressions/lopinputprims.html
    1 point
  10. @millsy Check this to take it further: https://procegen.konstantinmagnus.de/wicker-basket
    1 point
  11. @hannes603This helped! I appreciate it!!
    1 point
  12. I made it by using hidden trigger param and use it as hiding buttons rule. When you press one button hidden param is 1 when you press second one it is a 0.
    1 point
  13. Hi, to see how it works in attached file create a new button visibility node from tab -> Digital Assets toggle_button_visibility.hipnc
    1 point
  14. Here's a couple older links on the topic.
    1 point
  15. For anyone else stumbling on this years later I had the same issue today. If you have your Karma render settings "Velocity Blur" parameter set to "Velocity Blur" or "Accelleration Blur" it won't render any Deformation Blur unless you set your deforming mesh prim to "No Velocity Blur" with a Render Geometry Settings LOP.
    1 point
  16. Hi, changing "Max Points" parm on attribute wrangle will be able to control speed of infection spreading. attribute_spread_v2_animated_01.hipnc
    1 point
  17. I think I have found the perfect solution. This seems 100% correct. Takes into account the camera motion as well. screen_space_velocity_2.hiplc
    1 point
  18. This hip was inspired by Brushstroke Tools in Blender. brushstroke_fire.zip 20 brushstrokes are included. I made them in Krita (free software). I used these presets (also free): https://krita-artists.org/t/memileo-brushes/53579 https://krita-artists.org/t/memileo-impasto-brushes/92952
    1 point
  19. Yes, packages are the way to go. You may find this useful
    1 point
  20. Hello I am trying to achieve something similar to the example video where a scoop comes in and scoops out some ice cream. I've only seen this done once recently and it looked like the person used grains, but it didn't look as real as what I'm going for. Does anyone have any ideas on how best to approach this? Is grains the only option besides using a bend node and keyframe animating? Thank you for your time in advance! scoop.mp4
    1 point
  21. Here is another way with the arclen function:Absolute carve.hip
    1 point
  22. What about something like this running in a point wrangle. Fetch all the group names from the intrinsic attribute where they are stored. Initially set all points to be in the "newgroup" group, then loop over the group names. If the point is in the fetched group, remove it from "newgroup." i@group_newgroup = 1; string groups[] = detailintrinsic(0, "pointgroups"); foreach (int i; string group; groups) { int check = inpointgroup(0,group,@ptnum); if(check==1){i@group_newgroup = 0;} }
    1 point
  23. Hi - put some simple hip from u work, they can help more.
    1 point
  24. Point Jitter SOP - axis scale z: 0 OR Attribute Wrangle (Run Over Points): Remember to click the little icon to create the parameter. vector noise = noise(chv("offset")+@ptnum); noise.z = 0; @P += noise; As with most things in Houdini, there are infinite ways to achieve a given effect.
    1 point
  25. Learning more about noise- Polar cords ( how to make those Haeckel figures and attribute mirror ) and using @petz examples. I found something nice (because it's in Vops) so I like it, its file from Raphaël Gadot ..Mestela approach nice talk ( Hypercubes ) and combining with Qlib ...Need to learn more about, for-each, how to isolate those primitives-curves? More to learn. file from Gadot .. hypercube_rotation_simple.hipnc
    1 point
  26. try to put this in the timeshift node int($FF/6)*6 the sequence will be 0, 6, 12, 18...
    1 point
  27. Hmm ok, after reading jsmack`s post in your other thread about this on the SideFX forums this would be the code, I guess: string cam = chs('Camera'); vector res = chv('Resolution'); v@pos = toNDC(cam, @P); v@pix = @pos * res; What are you trying to do, anyways?
    1 point
  28. Group each n'th point, then use PolyCut in Cut mode. Gaps for visibility only. segmentate_curve.hipnc
    1 point
  29. I just did very simple VEX based gap filler - I don't have the time to fully test and adjust it, but you may find it useful. The results are not even close to Pazuzu's great method! Check the Example - there are 2 vex files that you have to include to HOUDINI_VEX_PATH Cheers! Example.zip
    1 point
  30. try lowering your collision padding. If you switch on display collision geo in dops I bet the small pieces look very rounded (because collision padding is too low) Will change the look of your sim though best to avoid siming really small pieces.
    1 point
  31. Yes, 4d->perlin->1d and 4d->perlin->3d included. Again, if you need to patch by hand right now, these additional two changes are: At lines 395-398, where it currently reads: #define ns_fperlin4 \ nsdata ( "perlin" , 0.0168713 , 0.998413 , 0.324666 , 1 ) // +/- 0.0073 #define ns_vperlin4 \ nsdata ( "perlin" , 0.00576016 , 1.025 , 0.32356 , 1 ) // +/- 0.0037 It should instead read: #define ns_fperlin4 \ nsdata ( "perlin" , 0.0168713 , 0.998413 , 0.507642 , 1 ) // +/- 0.0073 #define ns_vperlin4 \ nsdata ( "perlin" , 0.00576016 , 1.025 , 0.518260 , 1 ) // +/- 0.0037 The rest of the 4d stats look OK -- and it was the 4D batch that was compromised for some reason (maybe because I ran it in Windows? ). As an aside, I'd recommend using simplex over perlin from now on, if you can. Thanks for catching these!
    1 point
  32. Say you want to remove as much primitives as possible from a surface, while retaining the same number of classes ( in terms of edge connectivity) What is the workflow to generate a certain number of solutions, or attempt to, and give the user the ability to choose one among the solutions.
    0 points
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