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ikoon

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About ikoon

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    Houdini Master

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    Jiri Miratsky
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  1. additional node infos

    Hi Olly, do you mean the "Asset Bar"? I copypasted the image from this site: https://learncreategame.com/techart/houdini-digital-asset-versioning/
  2. Can you rotate (and reposition) those "some points" upfront? Instead of rotating the heavy geometry. Then you could use the Ray Sop just once, for all the "some points" and just one collision heavy geometry.
  3. Btw in that example, I also added a VDB Visualize Tree - Points with values. With that node, you can see, what are the values of SDF inside your Container. In your example, the minimum SDF value inside the container is -0.495, so "old min" should be set to -0.5. The fit() functions remaps samp for the ramp (because ramp wants the values to be 0-1). (You could also proceduralize that "old min" with Attibute Promote set to Minimum ... if you want to, let me know)
  4. Hi, I attached an example. I think that technically, you are doing it right. Maybe try to add just a little bit of that gradient? v@v -= grad * 0.01; If you want to use the samp, then the wrangle might look like this: float samp = volumesample(2, 0, @P); vector grad = volumegradient(2, 0, @P); float omin = chf("old_min"); // 0 in -1 to 0 float omax = chf("old_max"); // 0 in -1 to 0 float nmin = 0; float nmax = 1; samp = fit(samp, omin, omax, nmin, nmax); samp = chramp("dist",samp); v@v -= normalize(grad) * samp * 0.01; Also you may toggle the Fill Interior on the VDB from Polygons. Btw this is great tutorial, you may jump to 36th minute, or so: https://vimeo.com/162213251 example.hiplc
  5. Point and primitive

    Like this? This is Add SOP:
  6. Copy to points

    Here I attach a quick hiplc ctp normal.hiplc
  7. Copy to points

    Hi, the simplest method is to put Normal SOP under the curved Grid (above the Copy to Points) and set 'Add Normals to: Points` (not the default Vertices) But that solves only half the problem. To orient the copies properly, you should set both N and up vector. Or you should calculate the p@orient attribute. Here is a great writeup: https://www.toadstorm.com/blog/?p=493 You may also like the MOPs, here: https://github.com/toadstorm/MOPS/wiki/MOPs-Tutorial-4:-Creating-Instances https://www.motionoperators.com/info/faq/
  8. control @active through time with wrangle

    Well you are right, that it looks like it should work ... but it doesn't maybe it is a bug and your syntax is ok? Btw you can evaluate the parm by middle clicking on its name (VEXpression), the parm is then in dotted line:
  9. control @active through time with wrangle

    Hi Davis, you had a wrong syntax in your "set_active" wrangle I commented your line and added a right one: i@active=0; // if ($F>3){ if (@Frame>3){ i@active=1; }
  10. (Solved)FLIP: cutoff low density areas Help

    Hi Gabriel, I didn't check whole file, but you set low "Max Pts = 0.636" here: /obj/import_flip/pointwrangle1 That argument should be two or more (the current point itself also gets returned as a first point) See here in the docs: https://www.sidefx.com/docs/houdini/vex/functions/pcfind.html Only the maxpoints closest points within the given radius will be returned.
  11. POP wrangle number of inputs

    You are most welcome Both methods (spare & op) work in SOPs. I really don't know if I am doing something wrong with the Spare Input in DOPs :-/
  12. POP wrangle number of inputs

    Hi Diogo, you can reference geometry with the "op" syntax: https://www.sidefx.com/docs/houdini/io/op_syntax.html I am attaching a .hiplc file with an example. I thought that you could also reference geometry with a "Spare Input", but I tried it and I am doing something wrong (or it is not possible indeed). If anybody has a clue, I would like to know, too. https://www.sidefx.com/docs/houdini/model/compile#spare pop wrangle inputs.hiplc
  13. Hi, I unfortunately don't know much about this topic, I just remembered that I saw this Paul Ambrosiussen's video. Maybe you will see some inspiration there: https://www.youtube.com/watch?v=jcl6u3PzUok
  14. remember intrinsic transform

    Hi patis, you have to split your code into two wrangles. When you are trying to read this "matrix3 m1 = prim( 0, "temp", @primnum );" you are reading it from the input of the wrangle. You are reading from the "active_animation" node. But that node does not have that attribute yet. It is due to the SIMD architecture of VEX. Logically, you had it all right ... but despite the order of your lines (although you stored that attribute before reading it), vex "internally reordered the lines" and stored that attribute as a last task. I attached the solution, I hope it helps. Maybe try to google more about SIMD and Houdini VEX architecture. Sorry for my bad english (Btw you may do a similar effect with the Timeshift SOP / clamp). rememver intrinsic transform split.hipnc
  15. Hello gemini, please, have you found a solution? I have tried hou.shelves.reloadShelfFiles() in 18.5.408 and I got an instant crash ... which in fact forces me to reload the shelves (I have submitted RFE now to SideFX)
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