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Everything posted by Atom

  1. I would consider resizing the entire set up to scale down to a more reasonable size. Reduce the scale on every item by 100 times. Don't forget to bring the domain size down as well.
  2. Fill object with feathers

    Or uncheck the Pack and Instance checkbox on the CopyToPoints.
  3. Streaky Portal Effect [SOLVED]

    Adding more resolution does help. Here is a thirty million voxel upres from an eight million voxel source that leveraged OpenCL. This took about 24gb of physical ram.
  4. Streaky Portal Effect [SOLVED]

    A little better. Basically cut a hole in a box and let the smoke fall into it via gravity.
  5. Streaky Portal Effect [SOLVED]

    That is a fun one to play with. Here is my attempt at mixing those two files together, along with one more layer added in. ap_smoke_and_wire.hipnc
  6. Pyro Source Spread flames die over time

    Just guessing, but fire burns because you continue to supply fuel. Try animating the activation, for an abrupt turn off, or gradually reduce f@fuel at the SOP level.
  7. [Solved] HF Layer to COPs, normalize hight

    I think you're on the right track, perhaps create a new attribute from the height and cops will pick it up. You can leverage the promotion technique to get the minimum and maximum height values and store them as detail attributes. Then the fit might work. f@height_NORMALIZED = fit(@height,detail(0,"lowest"),detail(0,"highest"),0,1); v@Cd =f@height_NORMALIZED;
  8. [REDSHFT] Materials

    Well, if you have created your Redshift material inside the /mat context, which is the new context for materials, you'll have to update the code to point to that context. Try this... if (find(s@shop_materialpath,"some_FBX_material_name")>0) { s@shop_materialpath = "/mat/rs_new_material_name"; }
  9. Are you saving the sim on the Output node? If so, try changing the startframe to your last valid .sim file, like #400. Also, look into Save Checkpoints under the cache tab of the DOP network. That might be what you're after, assuming you are not writing .sim files to a USB disk that needs to be properly unmounted before electricity is removed.
  10. You may be able to drop down an AttributeWrangle after your popnet. Use the neighbors function to return the neighboring point count for each point (this could become expensive in processing time for large counts) https://www.sidefx.com/docs/houdini/vex/functions/nearpoints.html Something like this would remove points with less than ten neighbors. int pts[] = nearpoints(0, @ptnum, 1000); float threshold = 10; //ch("threshold"); if (len(pts)<threshold){removepoint(0,@ptnum,0);} Another approach might be to drop in a bounding object and group those stray points in the center. Then you could delete by group.
  11. Here is my node network.
  12. Does anyone know hot to alter the @gait_speed attribute, using VEX, found under ClipProperties? By default, the PopWrangle can only modify Geometry based attributes.
  13. Boots up light volumetric in Fog

    Export to VDB and try out Blender 2.9 alpha's new OpenVDB rendering.
  14. A VEXpression is different than a PopWrangle. In a VEXpression, you assign attributes to interface controls. Hover your mouse over the interface element you want to control and read the label. That is the name of the variable that you can reference inside the VEXPresion code block. In your posted image, this could work. clipspeedmultiplier = length(v@v); I don't think VEXpressions can write to attributes, but they can read them.
  15. @group_slow_area is not an attribute. You use "@group_" as a prefix to reference a group. The group is actually named "slow_area". Place a PopGroup after your crowdsouce and fetch in your grouping geometry using the Bounding tab to specify the SOP path to the box.
  16. Most objects in Houdini are 100 times smaller than the units of other DCCs. Out of habit, I drop down a Transform node after the File node that brings in a .OBJ, and set the scale to 0.01.
  17. Maybe scale or large offsets. Try moving your mouse into the 3D viewport and pressing SPACE-G, to "go to" the imported geometry.
  18. Vellum ignore collision attribute not working

    I don't think you need the wild card. Also your top and bottom groups were on the opposite geometries. ap_vellum_collisiongroup_intersections.hiplc
  19. Kill particles based on distance from source

    You can add VEX code inside a Popnet by dropping down a PopWrangle. Check out the VEX distance function. https://www.sidefx.com/docs/houdini/vex/functions/distance.html
  20. Atom's Video Tutorials

    I have put together a short video on on how to setup a wand battle.
  21. FLIP: Freeze simulation help

    You may be able to freeze the FLIP simulation with a Retime node and then submit that polygon surface to a Vellum sim using pin to animation to hold the "frozen" cloth piece to the moving rubber toy.
  22. Particle fluid covering a whole geometry

    The PopWrangle does have an Input tab. This means you can reference points from SOPs by specifying a SOP input. This would allow you to create a slider and lerp between your fluid points and scatter points (assuming they have the same count). Animate the bias channel to attract the particles. You may also want to sort your scatter points to align them along one axis. vector alt_P = point(1,"P", @ptnum); vector new_P = lerp(@P,alt_P,ch("bias")); @P = new_P;
  23. Collision Geometry visible outside POP

    By default the sim imports all objects, even the collision objects. You can filter them using the carrot symbol to exclude them from SOP level import. Try using: * ^groundplane1 If you have StaticObject nodes inside your network, use the exact name of that node instead of groundplane1. Try: * ^my_collision_object_node_name
  24. flip-problem

    Check out Hernan's tutorial series.
  25. File Cache Question

    You forgot to check Load From Disk on the FileCache node, perhaps?