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ikoon

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ikoon last won the day on June 11

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About ikoon

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    Houdini Master

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    Jiri Miratsky
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    Czech Republic

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  1. I believe, that you could send particles along the surface (or smoothed expanded surface by SDF functions). A particle would act as a head of snake. As in this tutorial, you need two vectors ... tangent and cross: https://vimeo.com/162213251 At first, those particles will read the tangent direction of the circle (or the line) and you can add a bit of cross vector. Later, they will read mainly the cross vector (and swirl more and more around the surface). At the very end, you could let the "heads" go far from the surface. To make the snakes "pack up" over each other, you will probably need a sop solver and feed the polywired trail into the SDF. Depends on how much realism is needed.
  2. @makah21803 to color an input dot of a hda, colour the inputs inside that hda:
  3. Animatrix thank you very much for the OTL! Five years passed and I am thinking ... now that we have many new Attribute nodes, is this feature inbuilt in Houdini somewhere?
  4. Hi Brandon, what code do you use? I tried this and it prints the contents of the sop solver. Important thing is, that the editable part of the sop solver is in the /d/s sub network. I am on version 18.5.408 node = hou.node('/obj/geo1/solver1/d/s') node.asCode(recurse = True, brief = True)
  5. Table Import Sop might help: https://www.sidefx.com/docs/houdini/nodes/sop/tableimport.html
  6. Hi HIroki, you have to cast v@tangent like this: @N = v@tangentv; Without v@, Houdini considers only first float of @tangent and casts it into other components. For example tangent {-0.520081 , 2.20691e-08 , 0.854117} becomes N {-0.520081, -0.520081, -0.520081} You may check the Geometry Spreadsheet. By the way @N or @v or other common attributes work without v@, just because they are so common that SideFX saved our time so we don't have to type it EDIT: You may read more about the "Non-float attributes with known types" here in the docs: https://www.sidefx.com/docs/houdini/vex/snippets.html
  7. Camera Offset X & Y

    Screen window X/Y It is camera parameter, value 1 is 100%
  8. Hi, I haven't used HQueue for a very long time, so I am not able to help now unfortunately. But you should probably do the tests from the docs ... to see, if the services are running well and computers see each other: https://www.sidefx.com/docs/houdini/hqueue/gettingstarted.html Or try to describe the issue here https://www.sidefx.com/bugs/submit/ and the Support team should be able to help you.
  9. dealing with open geometry

    This might help, in some cases. Divide SOP, Remove Shared Edges, and then Fuse with original. At least Divide SOP might expose to you, where the holes are, and take care of them separately?
  10. delete line segment

    Hi, you may try different approach: Use the Polyframe SOP to create N as a tangent: And then the Group Create SOP to group by N: And then Dissolve:
  11. Making function for returning array doesn't work

    Hi amin, this works, I just added the "function" function int[] amin() { return {1,2,3,4,5,6}; } i[]@test = amin(); EDIT: I am just adding link to the docs: https://www.sidefx.com/docs/houdini/vex/lang.html#notes
  12. Hi, if you would like only one key to toggle the states, you might want this script. I will copypaste it from the sidefx forum, original by Archie is linked below You can create the simple script for toggle between “Auto Update” and “Manual update”, for example: mode = hou.updateModeSetting().name() if mode == 'AutoUpdate': hou.setUpdateMode(hou.updateMode.Manual) if mode == 'Manual': hou.setUpdateMode(hou.updateMode.AutoUpdate) https://www.sidefx.com/forum/topic/21292/?page=1#post-99649
  13. Parameters locked and greyed out

    Hi Dominic, you probably accidentally created a New Take. You can go back to the Main Take and delete the new one in a Take List (image below).
  14. 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/
  15. 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.
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