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jon3de

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jon3de last won the day on June 13

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About jon3de

  • Rank
    Initiate
  • Birthday 01/18/1988

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    https://vimeo.com/jon3de

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  • Name
    Jonathan
  • Location
    Stuttgart
  • Interests
    Houdini, VEX, Nuke, Sailing, Freeride Mountainbiking

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  1. This is basically exactly what Im aiming for. Thanks. Unfortunately it does not work in a subnet/HDA. You can reproduce the strange behavior with a subnet. Put the two nulls in a subnet and expose/relative reference the parameters outside to the subnet controls. If you snap the objects here to each other it will rotate/translate the whole subnet in a strange way. Do you know the reason for that? cheers match_translation_problem.hip ( transforms of subnet are hidden ) Edit: Hm...It kinds of transfers the information of the "match" function to the whole subnet instead of the selected parameter...
  2. I have two helper floating in space but both of them have cleaned Transformation. Is it possible to align one helper to the other in the viewport and the translation/rotation parameters should only display the relative position changes from its current position?
  3. Although I cant remember of any custom configuration stuff I should have done, this solved the error. Thank you!
  4. Hi, I have a strange behavior with the auto Rig Tool in Houdini 16.5 If want to create a Asset it just creates 3 helpers and a merge node and I´m not able to add a Head / Arm etc. In Houdini 16.0 it works fine....Anyone else noticed this behavior? I attached a screen capture to demonstrate. AutoRig_Bug.flv
  5. Cd attributes to stick to fluid sim

    My attempt would be to turn off particle reseeding for fix point numbers and transfer the viscosity attribute from sops via solver sop. change_viscosity.hipnc
  6. displace on XZ plane

    Mountain SOP works with normals. Just create a circle with normals on ZX Plane. mountainCircle.hipnc
  7. Boolean problems

    In your "copytopoints1" node you have ticked on "copy Point Attributes" this will transfer N of the PigHead to your scattered Geo. This is why you shading is changing. Uncheck or add "^N" to keep your normals.
  8. "Look At" Vop

    lookAtVop.hip
  9. Thank you very much!!!
  10. Hi, I constraint two objects together with chops. Everything works until I use expressions in my parent object. What do I have to do to fetch expression values into chops? kind regards Jon express_chop.hip
  11. I also attached the VOP way to the file if you want to have a look... scaleUpToFrame10.hip
  12. give each point its size and then scale up to this size? Is it that you are after? ( hip File attached ) kind regards Jon scaleUpToFrame10.hip
  13. Double Sided Primitive ?

    If you need to create a two sided material maybe this thread will help you. https://www.sidefx.com/forum/topic/30348/ As the normals are just vectors you can have of course a lot of custom "normal" attributes on your geometry. Depends on what you are after you can create N1, N2, N3...... Attributes.
  14. Quad Sphere ?

    Naaa.....I ask myself the same with a lot of stuff I see here
  15. Iterating through groups in for each

    You can do a for each named Primitive. Is it that what you are after? File is attached. forEachNamedPrimitive.hip
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