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About chrisribar

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  1. Understanding Solver SOP

    Hey! I'm not sure I understand the effect you would like to make but a solver completes all of your processes and then at the next frame, the input is where it left off from the previous frame and so on. This is probably why you feel like the amplitude is getting multiplied/doubled? Cg wiki has some good examples of useful ways to use a solver: http://www.tokeru.com/cgwiki/index.php?title=The_solver_sop
  2. vellum pin to target - arcade ticket machine

    oooh i like your idea of using stitches and velocity to shoot the tickets out! very cool, thank you!
  3. I know their are already a lot of threads on this topic but I can't seem to find one that matches my situation. Maybe i'm approaching this all wrong by using pin to target to begin with. I would like to create a raffle machine type effect where a very long stream of tickets come out of a slot into a box. Right now I am using pin to target with a geowrangle inside the vellum solver to change the stiffness value to a low number as the tickets enter the box. if i make the stiffness value a really tiny value this will work and prevent the tickets from getting pulled into the side of the box but it seems like i could take a better approach. any ideas? thanks in advance! lottery2.hip
  4. animating wire constraints

    I used the wire solver and hard constraints with "Set Always" enabled so the constrains will get updated as I delete them later in the sim. wires_v003.hip
  5. animating wire constraints

    nevermind, i figured it out. thanks anyway!
  6. animating wire constraints

    Hey everyone, I am animating wires using the wire solver but I would like to add a bit of control so i can remove the constraints allowing some pieces to fall as i choose. I read through the constraint network houdini wiki page but I'm still having trouble. Any help would be great! Thank you! wires_v002.hip
  7. magnet force on two directions

    thanks guys, those both worked!
  8. magnet force on two directions

    hello! I am having trouble making gravity work in two directions. Basically the world is a tube and I want objects to magnet/have a gravity like force along the Z and Y axis but not on the X axis. I attached my hip file and a picture. Any help would be great! Thank you! tube_attractor.hip
  9. copy stamp question

    sounds like you want to copy onto the center of each primitive, not each point?
  10. vex equivalent of the complement sop

    ah, good to know. thank you!
  11. hello! Does anyone know the vex equivalent of a complement sop? I know you can do 1 minus a normalized value but I can't seem to find the name of the vex function that handles this. Chris
  12. Hey everyone! I've been digging through the forum but quite haven't found something that will help me get this effect i'm trying to achieve. i'm trying to work on an setup where I have particles stuck on a deforming grid and the particles become unstuck as they inherit velocity in Y(sop solver) and then with gravity they come back down. my current setup might be too complicated because it's proving very difficult to control. i am using a popnet where particles stick to the collider geo and become unstuck with a sopsolver "if (@Cd.r > .1){ @stuck = 0; }" does anyone have ideas on how to simplify the setup? is this something that the grain solver would be better at handling? thanks everyone! waveRipple_v003.hip
  13. Promote Expression value to attribute ?

    can you please post an example of what you are specifically trying to do?
  14. Trigger an animation

    Thanks Jamie! Yep, that's exactly what I ended up doing. For some reason I thought it would be more complicated than that
  15. Trigger an animation

    Has anyone had luck trying to trigger an animation based upon a value like color? If a primitive turns red ~ trigger an alembic animation cache to play. Does that sound like something chops would handle?