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garf started following POPs Slide on surface, pscale of pts in instanced particles, Add AOVs to ROP and and 3 others
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Heya, I've got a bunch of particle sims instanced onto points which already have a pscale (to determine the size of the instanced particle sim) - when rendering it uses this pscale to render the points but I would like to use per-point pscale not per-instance pscale. How do I do this? Cheers
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might want to credit the original source
- 6 replies
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- dripping
- water droplets
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(and 2 more)
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I've done it before but can't find my old script. How do I script adding instances/AOVs/imageplanes on a ROP?
- 2 replies
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- 1
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- image planes
- add aovs
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(and 1 more)
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I've got some geo with 120+ leaf geometries and I'd like to procedurally move each geos uvs to it's own separate UDIM. I'm currently using a for-loop and some modulos but it's not quite working right transform x on uvtransform28 = detail("../foreach_begin8_metadata1", "iteration", 0)%10*2 transform y on uvtransform32 detail("../foreach_begin8_metadata1", "iteration", 0)-detail("../foreach_begin8_metadata1", "iteration", 0)%10 Any ideas?
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promote class as max to detail and then a wrangle on prims does the trick for me - it's not random but it's shifted which is good enough for what i need int max = detail(0, "maxclass", 0); i@class+=chi("shift"); if (i@class>max){ i@class-=max; }
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I've got a class prim attribute created by connectivity SOP - how can I randomize sort this value? i.e. like you would with a sort SOP
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Is there a way to get an age and id attribute from continuously emitted vellum, like confetti?
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got it working with a point cloud lookup
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Hey all, I've got a particle simulation and I'd like to use it's Cd attribute to drive the refraction or dispersion on a different piece of geo. They both sit in the same space so what I effectively want to do is attribute transfer but in a shader - is this doable? The only way I can think of is to render it out from the camera and then use that as an animated texture - but ideally, I'd like to miss out this clumsy step. Any ideas or help appreciated. Cheers
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I dont really want viscosity per-se - I just want the particles to not slip and slide over the surface but have more perceivable friction
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Is there a way to control the 'slipperiness' of particles on a surface when slide attribute = 1? The cling attribute only determines whether it's attached to the surface or not. I want almost a 'viscosity' equivalent. I've tried boosting friction but I'm having no luck.
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Mplay's dev kit is pretty limited as far as I know, but I've created a few custom flipbooks in the past using python and mplay. This is will do the bulk of what you want to achieve. Essentially you want to write files to either to disk or directly into mplay - this will do that.
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https://www.sidefx.com/docs/houdini/hom/hou/FlipbookSettings.html