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About JLyddon

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  1. DOPS Simulation Scale issue

    You are absolutely right Skybar, I just figured that out as soon as you posted. The scaling needs to be applied before the creation of the network. I just tested having it in centimetres and creating a network, and then making it metres and creating the network and putting the same object in both and they simulate differently. Thanks for your response
  2. DOPS Simulation Scale issue

    I'm currently working on my major project where we have lots of destruction. We are working in centimeters for this project, however when I use DOPS, it seems to be evaluating everything in metres no matter what scale I change it to. For example: Houdini's units = 1 metre Sphere radius = 0.25 metres/units Height dropped from = 1 metre/unit When running this in DOPS, the ball hits the floor in half a second, which compared to my reference seems like the correct velocity, great! When I change the parameters to Houdini's units = 0.01 metres Sphere radius = 25 centimetres/units Height dropped from = 100 centimetres/units The ball drops as if it is in slow motion, although it seems to still be evaluating in metres. Any ideas as to how to change the simulation "scale" so that I don't have to scale everything down by 0.01, and then scale it back up. Thanks very much in advance
  3. Remi, thank you for your quick reply. I'm afraid the fibonacci sequence is merely an example of what I would like to achieve through recursion as a demonstration any further insight you have into solving this kind of problem would be greatly appreciated.
  4. I have experience writing code in VEX and want to start writing some recursive functions. I've been searching thoroughly online, and found through this website that: So I have started looking into shader calls here and can see the Fibonacci sequence example. I am struggling to understand where to put this code for it to work. I've made a CVEX shader builder and put the code in here, but I get the error that "Invalid return type (cvex) for function fib." Any help or insight into what I might be doing wrong would be greatly appreciated. Would it be easier/faster/less effort to just do it in HDK? Thanks in advance printFib.hipnc
  5. He motivates his argument by saying that you are able to use volume modelling techniques to manipulate the vector fields in interesting ways. At the end of the day it seems to come down to personal preference, but I'm most interested in finding the most efficient way. I guess we might have to do some testing I think the reason why people use volumes/vdbs is because it is compact, light and efficient, so if there doesn't need to be a high level of directability to your forces, this may be generally a better approach?
  6. Have you tried copying all your nodes over to a new houdini file. Somehow I got a corrupted file from simply trying to apply some noise to a cube, whenever I put down any node houdini would crash immediately. Hope this helps
  7. This is a discussion I was having with my friend yesterday as he was suggesting I use a volume as a vector field for my simulation. Personally, I too have found using point clouds slightly quicker in my simulations but not a significant increase. I'm also quite interested to hear other people's opinions/experience on this.