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jeremiah

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About jeremiah

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    Ray

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  1. Using Matrix to transform Geometry to origin

    TOO LONG TO WATCH: Matrix_invert.hipnc
  2. Using Matrix to transform Geometry to origin

    Found out this old thread while searching stuff to remind myself of matrix stuff. For those who happen to searching for the same info.
  3. Hey, you should use 'add' to add the result of your noise to your current normal, right now you are multiplying. Also make sure the noise is outputting 3d noise instead of just 1d. Cheers,
  4. Break sphere to equal vertical stripes by vellum

    Ugly stripes.. I just used boolean sop with grids to fracture. Cheers, linefracture_modified.hipnc
  5. offset grid randomly edges with vex

    Is actual situation is more complicated than this? Anyways, a quick way would be translate points with @Cd.x which is from a noise vop. Make sure the frequency on z axis is 0. Also need to pin the 4 corner points with neighbourcount function. Is actual situation is more complicated than this? Anyways, a quick way would be translate points with @Cd.x which is from a noise vop. Make sure the frequency on z axis is 0. Also need to pin the 4 corner points with neighbourcount function. Hip file attached. Cheers, hdni_offset_edges_modified.hipnc
  6. is smooth function what you need? https://www.sidefx.com/docs/houdini/expressions/smooth.html e.g.
  7. Cached VDBs glitch

    Hi, which cached vdb? Your smoke or your collider. Is the picture showing your vdb boundry from your collider? Maybe try without vdb proxy first, and use the default mode on your static object(ray intersect), and see if this still happens. This way, maybe we can rule out whether the issue is caused by your vdb collider..
  8. Help with an Expression for Modelling

    Hey Ahmet, is your lampposts copied to a template of points? If that's the case, simply use group sop to group points with object ( your "building box") and delete points by its group. Cheers,
  9. Hi, did you need something like wet map? If that's what you need, here's the hip file. New nodes are in red. Cheers, copyAttribute_fixed.hiplc
  10. Vellum patches and UVs

    Did you try promote uv attribute to vertices before exporting? Cheers,
  11. Opacity from Attribute Transfer

    Hi, couldn’t check hip file yet. Just wonder if you can do it after the sim? Attribute transfer red color from target obj to ur simulated particles. and in point wrangle say, “@Alpha = @Cd.x”.
  12. FLIP SIM - How to stop bubbling

    Hi, did you meant those "flickering holes" showing up when water is flattened and sliding against the table? I hope there's better solution, otherwise you'll have to go much higher resolution. The meshing method is based on mainly pscale and distance among reseeded particles.. when two particles' distance is on the threshold, it's easy for the meshing between them disconnect and connect again, hence the flickering. You'll need to lower the particle separation in your sim.
  13. Here's the hip file. @jon3de skipFramesByAttributeValue_modified.hip
  14. Hi, try this in your pre-frame script read_node = hou.node('/obj/skip_frames_based_on_attribute/read_Detail_attribute') path = read_node.path() value = read_node.evalParm(path+"/obj_type") switch = hou.node("/obj/skip_frames_based_on_attribute/switch1") if "box" in value: offsetvalue = switch.evalParm("offset") offsetvalue +=1 switch.setParms({"offset":"%d"%offsetvalue}) Also i had to do some change for the switch sop. Cheers,
  15. Hi, did you want to keep scene view displaying whatever it displays when you are in dop network, even after you go to somewhere else, say "out" or "shop" context? Try pin button. click it when you are in dop network. Sorry if you are asking about something else.
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