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Everything posted by avak

  1. Thanks. Ok i will try that way. So i can not use the generic instancing method in redshift as same as mantra to control time.
  2. Hello, I have a walk cycle want to distribute on a land using instance method, using redshift. how can I make the walkcycle in each instance have a random offset in time? Thanks
  3. Hello, I have some cubes simulated falling down on the ground, I cached them and by for each loop isolating each cube, extracting each centered point of each cube's surface and copy a font node to these points all seems good on frame 1 but the font is spining around normal of center points , "the normal is fine", so do i need to define up vector aswell to stick these fonts during all frames ? if yes how to make up vector and if no need up vector what is the proper way for these situations ? thanks
  4. nice one, very clever
  5. fore each loop question

    Hello, one question, I created a fore each loop network and for each iteration I want it simulate one peiece from input and write the result on hard disk...seems easy but for me not too easy, please give me some guide I already created a meta data node and used its iteration number included the file name output in a rop node (inside the loop) but it seems it always record the first input result. how to do it ?
  6. fore each loop question

    @Kiryha, Thanks I will try that way, @Andrea, I am using that network inside a digital asset, can I use wedge method inside an HDA ?
  7. What a intersting question I just got the same problem .
  8. Displaced Tubes

    Hi Atom, the link to displacement and ao map is broken. could you share it again? thanks
  9. Linux Mint pros cons

    Just to check if you found high temperature issues on your GPU while rendering with redshift, I am on centos 7 now and my card in idle mode is around 50 while in windows 7 it remain around 30. any app to install to manage the fan of vga like what evga or asus provide on windows?
  10. I believe I did it Jesper Should I connect the output of texture node to a bind export? I,
  11. Hello, I used connectivity SOP to create a class attribute for each closed primitives, so we have an attribute, class with integer number value assigned to it. then I have a uvquickshade to read a texture which its naming format is like this (color.#.jpg). now I have a problem with how to read this attribute (class) to be used inside uvquickshade node to read # and load textures.Seems simple but when I add it like this : color.@class.jpg or color.$CLASS.jpg or color.`@class`.jpg it doesn't work. Thanks for your help
  12. I will try it now, Thanks ...Probably I am doing something wrong, I followed the steps but still not able to read textures, questio.zip
  13. The boxer

    Great thanks to share
  14. Hello, Is there a place that I can see and practice old-school methods and techniques,I mean mostly purely node base techniques or with old method of applying expression?, the reason I am asking it is I see most of the time, and quite recent years, in most of tutorials and examples masters share, there are heavy using of point wrangle and math, which I am not good at them never and sometimes it is disappointing to watch them:P I think I am brave to express this without shame and I believe for people coming from other software it also can be disappointing if not able to follow examples. so most probably I am not alone. I know it really needs a lot of study at math to be good in Houdini but there are also other parts in this software that can observe users of other software to Houdini. Thanks
  15. moving

    Hi I have a closed nurbs curve, then resample node, now how can I for example in frame 2 say point1 go to point 2 , p2 to p3 p3 to p4 ,...and again in next frame this continues? so basically every next frame every point goes to its next point position ?
  16. moving

    Thanks for the input I found something if you look at frames 1 to 10, the point number 89 is not moving , and moves after frame 11. then point 0 stops between frames 11 to 21 and this cycle continues.
  17. moving

    OUCH,...that's right Noobini, it is like cycling every each 11 frames. I my self have no idea how it happens.
  18. moving

    That's amzing for me fencer, I am very excited to learn houdini deep but just my mind is not good for math, sorry for nob question how can I reveres the motion or spead up slow down it abit, I appreciate man
  19. moving

    @AntonieSFX , yes carve is an option, but I am looking for doing it in real 3d space. Thanks anyway @fenser, thanks for you input, is there any way we can do this without the solver ?
  20. moving

    Thanks for your opinions, Actually I am looking for a way so they move in 3d space rather than changing their point number, mathematically if I want to move a point from one position to another position I should multiply its initial position to a vector (a direction) please correct me if I am wrong. but how can I do it ? moveit.hip
  21. Hello, I have a simple scene, by sourcing a sphere and particle fluid simulated from it's surface down. at the end I have particles_fluide simulated. Now I want to group these points and using an ADD sop to make poly curves,..but how to make them grouped nicely so they don'nt be connected together randomly? Thanks,
  22. How to create curves from particle fluid?

    Hi, That's a nice method, but the problem is it is recreating points instead of using simulated points and so it will lost the natural look of the fluid looking stream, I am instead looking for a way to group our simulated points in a way we can then produce curves from them. _ I am thinking this way but am not sure how to achieve or if it gives the look I am looking for, first by making a regular particle simulation and using the volume of previous fluid simulation to advect particle simulation. but the ideal way could be grouping simulated points. have any idea?
  23. Could someone expert help me on this, In 3D max and maya we have a option in material editor to choose a material/shader and select all objects in viewport which that material/shader is assigned to them. so my question is how we can do this in houdini, Thanks