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3dome

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3dome last won the day on August 2

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About 3dome

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    Dominik
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  1. Group A += Group B

    groupA Equals groupA Union (Or) With groupB
  2. pcopen with vex v.s. vops

    you probably forgot to specify the inputs of the pop wrangle under the 'Inputs' tab
  3. Transferring velocities from particles to RBD pieces

    i made a couple of changes to your scene (see red nodes and comments) BaseFile_ProofofConcept_v2.hipnc
  4. Strange results transforming pieces with primintrinsic

    well it seemed to be a weired bug or something. just tried it again without the promote and the dopnet complained about missing required point attrib 'name' so I didn't see any geo in the dopnet. The same thing happended when I opened your scene back then. Anyway, I disabled the promote and to force the dopnet to evaluate the geo I turned on Solve on Creation Frame and voila it works. Even then turned off that checkbox again and still working. Also transform pieces sop works.
  5. Python in Houdini Question

    have you tried geo.setSelected(1,1)
  6. Script callback on a button

    the callback itself works fine for me. only thing is it always returns "deleted" even if i hit cancel. I usually do stuff like that with python so I can't help you with that, sorry
  7. Disable Hdr reflection

    just a small but important thing to note: the way it works is you choose for example reflection as light contribution but then you actually need to turn off the checkbox so it wiill NOT contribute
  8. Kill Flip particles

    on the flip solver, particle motion tab -> Behaviour there is the Reap Particles option should do the trick Edit: You might need to tick on 'age particles' aswell
  9. Custom attribute in a for each loop

    No. The point number is 0 because the loop runs over each point of the grid, so for each iteration there is only 1 point => ptnum = 0 That point has your effector attribute, which is read by the point()-expression in the transform SOP to modify the box size. Then it gets copied onto the current point's position. Iteration done. Next iteration: same process but new point => different effector value, different position to copy the box to. After the loop has run through all points of the grid, it outputs the merged boxes as the result. You can still use the transform for that. If you have a vector attrib called effector just change the attrib_index in the point expression to 1=y and 2=z In 16.5.536 when I tick on Pack and Instance it keeps the color. Previous version had some "issues" with displaying packed color, apparently SideFX now made some changes. Anyway, if you unpack your stuff later the color attrib should be back.
  10. Custom attribute in a for each loop

    there is no attrib called effector on the detail level, thats why it's not working use point() function and point it to repeat_begin effector_v004.hip
  11. Strange results transforming pieces with primintrinsic

    here you go. the effect for some reason starts around frame 65 Angel_goes_toheaven_cleaned_transformPieces.hipnc
  12. creating noise in glue strength

    f@strength = @Cd.x;
  13. Strange results transforming pieces with primintrinsic

    I tried it with your scene yesterday and all i changed was to promote the name attrib to primitives (keep it on points too) right before sending the pieces into the dopnet. Then transform pieces worked fine for me. If you cant get it to work I can send you the modified file on monday
  14. Strange results transforming pieces with primintrinsic

    is there a reason you don't just use tranform pieces SOP?
  15. Pop Collision Ignore + Grain Solver

    @ParticleSkull tricky question, but I think I found a way. According to the docs the gas collision detect just stores the collision information into attribs instead of manipulating the points. I make use of that by setting those attribs back to 0 for points that are supposed to ignore the collision with a certain collider. I didn't test it with millions of grains, but this hack might be not as efficient as a clean solution (which I didn't figure out yet) since it still computes the collisions for all points. grains_avoid.collision_1.04.hiplc
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