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ltmedic

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About ltmedic

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    Jacob
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    United Kingdom

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  1. Hey so as the name suggests i'm trying to animate the impulse velocity so that the velocity radiates from the centre outwards, similar to a shockwave. I've animated the velocity in SOP but getting it to dops seems to be a challenge as it only takes the values from the start frame. Another approach was to have a sphere as a mask and animate it to scale. In dops the sphere is connected to a mask node which is then fed into a uniform force. Issue here was the mass of the fractured pieces, the small pieces shot up where the larger pieces stayed put and dint give me that shockwave kind of look. uniform force doesn't have the option to ignore mass as far as I can see. disabling it just didn't give me the kind of behaviour I wanted. Does anyone know of a more elegant way to achieve this? Thanks! grides.hipnc
  2. cloth constraints

    I've tried that, from what I can tell from the cloth attach constraint node, it works by selecting the points you want to constrain, then selecting the area you want to constrain to (prims), then it rays the points you want to constrain onto the prims. I've tried selecting a single quad prim to using the entire object.
  3. cloth constraints

    Hey! I'm trying out the cloth constraints but it seems to be a bit hit and miss. So I'm trying to attach rope to the sail. Both are cloth objects, and I've tried having the sail one sided and double sided with a poly extrude. But when looking at constraint guide geo, it seems to be pointing at a random place. There are no points or any geo present where the guide seems to be ending up. I've tried subdividing the geo (sail) even more but that doesn't seem to change I was looking at the cloth stitch constraint but I get too many cross stitching happening. Does any one know why this might be happening? Thanks guys
  4. Sorry i don't think i've managed to explain it very well and would be hard to describe the error without context. But after a good while i've managed to solve it! (fit($F%100, 0, 100, 0, 1)) I used this expression to drive a fit range vop to act as a percentage to get to the final transformation value. Again not describing it very well, hard to do without context! Thanks vtrvtr your last part of the post triggered a eureka moment, i try to avoid modulus like the plague as i'm not great at using it well!
  5. So i'm trying to create a cell diving type of animation. I've managed add point and add a random transformation in an attribVOP. Is there an expression that would allow the transformation to to happen but will take 10 frames to complete so you can see the point move away from its origin. I would key frame this but i would like to iterate over the points multiple times.
  6. Hi everyone, I'm trying to transfer colour from my object (white) to particles (black) that's colliding with the object, and as the particle moves on it will keep its white colour until death. Currently the particles only keep it's white colour when it's within the attributes conditions area but i would like it to retain it's colour after it's left the area. Does anyone have any suggestions? Thanks
  7. Hi everyone Currently i'm looking to add an animation to my project, i've got a grid and the points on the grid turn black and then white at random times. When the point is white it copys a cube. When the cube is copied onto the point i want an animation to play to bring it into the world as to say. The animation is just the cube moving up in Y by a value of 1. So in this instance i was thinking CHOPS would come in handy but i have NEVER used CHOPS before and unsure where to start. I was thinking to link the points colour to an attribute and use the attribute to move the cube in Y. Then to smooth the motion i would use a timeshift then a timeblend. I've never used these 2 nodes in this sense before and was wondering what all of you think and if this would work at all? I can't have all the cubes stamped onto the grid and kept there as it's too dense and slows Houdini and crashes it Thanks everyone!
  8. Attribute VOP neighbour node

    Thanks for taking the time to help me out this is a MASSIVE help! I've realised what you mean about the array within point attributes and just trying to think of a way to get around this. Instead of using Pstate to store the point numbers within an array, it could store 0 or 1 and use an attribute import to look up it's value and feeding that into a compare if it's 0 it would not continue if 1 it'll continue to the next for loop. Would this be a viable option? i know this would be slower as it would have to search every point every frame rather than given a list of point numbers within an attribute. I managed to figure out that the array was stored within the row_point[iteration]. But does row_point draw the array from row because of the variable row_, feels like i've explained this poorly, but i only ask because i saw in the VEX solution there were variables with names such as _ncount. But what's really confusing me is the pt_to_process within the constant node. how does the constant node fetch the current points number? There are no inputs going into the constant or any way i can tell for it to fetch the current point number to then store in pt_to_process. VOP_Neighbour_Colour_change_odforce5.hipnc
  9. Attribute VOP neighbour node

    Wow this is really useful! my ultimate end goal is to create the game of life within Houdini, i do know python and use it within Maya and can see it being a lot easier to use coding rather than VOPs. And yes i'm finding vops to be here and there as i cannot be 100% certain what each node is spitting out or doing or if i'm even using it right. I might go through a bit of VEX tutorials to learn from the ground up as this might be able to make things a lot faster and cut down on a lot of guess work. Within the first file you uploaded (second post) there are no white patches as far as i can see. And it's Cd attribute seems to be 0 Looking at your snippet 2 (row_point) currenly my knowledge of VEX is 0 so i'm trying to pick appart that 1 line to figure out what it's doing as VEX is so different to python. I'm slowly picking away at what you've added in VOP and trying to bring it back down to beginners terms. I've painted the attribute Pstate onto points which in turn turn are white. But i'm unsure which vop nodes would do the same job as your Snippet2 as the line of VEX is totally alien to me but learning VEX is definitely at the top of the list now! VOP_Neighbour_Colour_change_odforce4.hipnc
  10. Attribute VOP neighbour node

    This diagram is fantastic! thanks a bunch for that. Just a quick couple of questions, if i had multiple points that i wanted to do this to, would i feed their point numbers directly into the neighbour count node or would the neighbour count node live within the for loop so i would feed the numbers into the beginning of the for loop? Also when looking at the plane if the VOP network is working surely there should be a white patch on the grid it self?
  11. Hi everyone! I'm REALLY stuck with this issue and seem to be going round in a circle and repeating my self. So i'm attempting to learn more about the neighbour vop and from what i've heard and seen, it's very powerful and useful. Within the project file attached, i'm trying to select point number 464 and it's neighbours and change it's colour white. currently i'm unable to even turn point number 464 on it's own white. Could someone please point me in the right direction? am i approaching this wrong? I've attached bind exports to a couple of nodes simply to see what values i'm getting back. I have tried looking at the houdini help section and looked at the example project file but i don't seem to be able to carry that across? Thanks! VOP_Neighbour_Colour_change.hipnc
  12. Hey guys I guess the title says it all but i'm unclear as to how to access an objects centroid within a VOP network. I'm wanting to use the centroid of the object to help create a custom velocity field to push velocity away from the centre of the object. Thanks
  13. Hi I'm trying to create an explosion with the pyro tool but i also want to generate the shock wave that comes with an explosion. So far the best method i can think of is creating a custom velocity field to push the smoke outwards. But i cant seem to find a tutorial on creating custom velocity field that would give me an idea on how to shape it to push the smoke outwards. Does anyone have any material or an example file on how to proceed? Thanks
  14. Hi I'm trying to make a house destruction simulation and trying to add the dust/smoke created from the destruction. Using the debris shelf tool to emit particles from the destruction and using those particles to create the pyro. The debris particles has a birth rate of 10000. The issue i'm having is that when simulating the scene it is so slow, when trying to save the cache to my hard drive it's stuck on calculating VEX for volumetric shader and has been for 30mins. i'm assuming this method is very inefficient and there is probably a faster way. Is there an alternative way to create a dust/smoke from the destruction? Thanks
  15. Hey guys I'm working on a house destruction and i've used the debris shelf tool to create trails and make the scene more interesting. I was wondering how i would go about using the particles already generated from the debris tool to turn it into a volumetric to be shaded as smoke. I've tried using this tutorial to help and had to tweak it a bit to work with houdini 13. But i'm still just getting particles. Thanks
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