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dchow1992 last won the day on October 8 2016

dchow1992 had the most liked content!

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About dchow1992

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  • Birthday 04/30/1992

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  1. Houdini 19 Wishlist

    please do not remove DOPS
  2. update corresponding parameters tab

    I think you need to use setCurrentNode() on the network editor
  3. Changing constraint_name Dynamically

    I did something similar before, by switching first to unbreakable glue, and then tracking age + speed on those constraints to switch them back to spring and it seemed to work pretty well in terms of avoiding entire areas collapsing constantly if the switch from glue to spring was instant.
  4. FLIP Divergence Question

    you have to check on add divergence field on the flip object.
  5. RaySOP behaving differently than VEX intersect()

    2 things when you reference your own attributes for the first time in a wrangle you need to declare the type v@rdir instead of @rdir, which actually evaluates to (@rdir.x, @rdir.x, @rdir.x) and then the length of the direction function parameter dictates the max distance that the ray can look for collisions, so in this case you need to multiply it by some scalar so that it can travel far enough to reach your obj.
  6. Low to High Res DOPs | Creating New RBD Objects Per Frame

    you're close, you just need to delete the pivot attribute when you're importing your rbd sim as points the copy sop recognizes that attribute and the geometry you are copying onto the points isn't in the same rest position as the proxy object it is inheriting its orientation from. also take a look at rbd packed primitives if you want, they are generally the more modern way to do rbd sims
  7. varying @vel from @vel to 0 across a velocity volume?

    v@vel *= fit(length(@P), 0, circumference, 0, 1); length of P gives you distance from position to origin, if your circle isn't origin centered then you need something like length(center - @P)
  8. Copy group in vex?

  9. OBJ transforms to points

    you can also apply the transformation after the copy sop which might give you a little more control matrix3 x = primintrinsic(1, "transform", @ptnum); setprimintrinsic(0, "transform", @ptnum, x); @P = point(1, "P", @ptnum); where input 1 is your object merge
  10. Cloth to Alembic - UV Missing

    i see the same uvs on both meshes in maya 2015
  11. rotate with vex around axis next to the object

    offset position, rotate, subtract offset
  12. Infect code confusion

    the first statement is there so that you only run the code on non infected points since you don't need to infect already infected pts. if you are running this on millions of pts you'll see a performance gain
  13. Infect code confusion

    you are opening your point cloud around points that are infect=0. when you set @infect = 1 you are setting the attribute on the current wrangle point, not the foreach point. you are looking around the current wrangle point for infected points so that you can become infected also
  14. houdini depth and maya depth

    if you export it yourself in the shader as a custom attribute and compensate for the scale change (cm -> m) either there or in nuke you can achieve closely matching values
  15. Stacking, python to vex

    //point wrangle @P.y += v@scale.y; not sure if this is a small example of a larger problem you're trying to solve. sorry if this is obvious and not what you're looking for if you still want to use a detail wrangle for (int i = 0; i < (@numpt); i++) { vector pos = point(0, "P", i); vector scale = point(0, "scale", i); pos.y += scale.y; setpointattrib(0, "P", i, pos); }