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About boby

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  1. Double-sided materials

    Hi Simon, Use the node "isfrontface" to switch between your materials http://www.sidefx.com/docs/houdini/nodes/vop/isfrontface boby
  2. Take a look at the Rivet tool http://www.sidefx.com/docs/houdini/nodes/obj/rivet boby
  3. rotate points ?

    Default is to align copy's Z axis to point normal. -To align your line, build it align with z > direction = (0,0,1), instead of (1,0,0) -same thing for your sphere, stretch it in world Z axis boby
  4. deactivating viewport points

    Display pref are not stored in hip file. Here loading your file doesn't display point.. Some possible solution: -uncheck point display (right menu bar in viewport) -maximise another view (i.e network view) to refresh Gl drawing -close your scene view and open a new one (should already be fixed now..) -close/reOpen houdini..
  5. rotate points ?

    hi messipte, i guess you want to rotate it along the branch? here is a simple hip file. degtorad node let you rotate vector by an angle in degree, feel free to replace it with any random point value If you want to rotate it in other random direction, you can use any random vector per point instead of t. boby rot_vec.hipnc
  6. Uncheck maximum segment length and set your maximum segment to 799 (or 800 if it's a closed curve) boby
  7. Export Pz *with* displacement

    Should be in Pz, not sure how it can't be.. Any hip file to share?
  8. Volume displacement

    Amplitude is in world unit. As your sphere is 20m radius it needs a big amplitude to be effective. A smaller sphere would need less amplitude
  9. Volume displacement

    Hey dunken, here it is: - I added nodes under yours in the vop - i made a similiar setup using vdb (on the right). It's often the best way to deal with volume (faster and lighter) boby vol_disp.hipnc
  10. Slow Motion -Deleted Geometry

    Hi logix! Put the timeblend before the delete SOP boby
  11. Colorize volume by 3D location

    Hey! Simply put @P in a vec volume Cd boby Vol_color.hip
  12. Distance between tow objects

    Hey! Atom's Solution is quicker but as you are using polygon, i'm assuming you want the average position of your HR model to be taken into account in the distance calculation. Here is your scene modified to get it work (using vops too). Distance.hipnc
  13. Hello ! I'm trying to understand the difference between Time scaling a Sim at DOP level vs Solver level. Basically i understood that DOP timescale will act on everything inside it (substepping every solver accordingly) whereas Solver scale time will only influence 'this' solver locally. This idea in mind, i tried to get similar result on a basic Flip Sim with both method (setting 0.5 for dop timeScale or for flip solver Scale Time). After lot's of test (messing with substepping, CFL etc), i was not able to get similar result and can't understand why :/ ! Here is the simplistic scene with only the timescale and scaletime modified. Can you get both sim to correspond exactly (get the same collision behaviour)? Or is there any reason both sim can't be identical? Thanks in advance! QFlip.hipnc
  14. Black textures in water/glass

    Check if - you activated refraction in your shader (+ refract objects) - have a refract roughness < 1 - Are you using raytrace/PBR? - mantra>rendering>limits>refract limit >= 2 - can render visibility is * (not only primary) hope it helps !
  15. MDD Export To Blender Mesh Cache

    Atom, was speaking about MDD rops as f1480187 said . Works perfectly well for blender. @Mandrake0: Nice initiative you took with your exporter. Are you aware of the alembic branch being developped (first commit by a company called DwarfLabs). It's still under review but ll 'maybe' make it for next release and should add basic support for alembic i/o. Here is the diff if you wan't to build : https://developer.blender.org/D1783 Happy blending with houdini