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3dome last won the day on November 9 2019
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Dominik
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Multi-Shader RBD sim, diffuse to Cd
3dome replied to Tronotrond's topic in General Houdini Questions
just a random thing that popped into my mind: storing the sourceprim a particle was emitted from, using that with primuv() to lookup the shop_materialpath attribute to get the shader assinged to that sourcprim and from there get the texturepath (not figured out that part) -
while there are functions like inprimgroup() or inpointgroup(), whenever possible I like to use the shorthand @group_groupname syntax. So if you run over points and are looking for a pointgroup then your code would be if(@group_inside) { f@stiffness = 1; } else { f@stiffness = 1000; }
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use alembicArchive node, point it to the exported camera .abc file and hit Build/Update hierarchy
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absolutely. only cache the fields you need. If you need vel for motion blur, you could resample the vel VDB to 1/3 of the resolution, that's usually enough for motionblur. Also make sure to save out 16bit fields instead of 32bit and one more big saving comes from compressing the volume as well as masking the vel field by the density field
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Combining Houdini vec volumes to VDB vec volumes
3dome replied to art3mis's topic in General Houdini Questions
I think the vector merge can only merge VDBs, so reversing the order of convertVDB and vectormerge should do the trick Also, you might want to set the vector type on the vectorMerge to the correct type (i think it's called displacement/vel/acceleration) so it gets interpreted correctly in some other operations -
same wrangle, add following lines of code vector avg = {0,0,0}; for(int i = 0; i!=@scattered; ++i) { int pt = findattribval(1, "point", "sourceprim", @primnum, i); vector p = point(1, "P", pt); avg += p; } avg /= float(@scattered); v@avgP = avg;
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on the scatter, under Output atributes, turn on Prim Num Attribute then use a primitivewrangle, plug the grid into the first and scatter into second input: i@scattered = findattribvalcount(1, "point", "sourceprim", @primnum);
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interesting. The docs state 17.5 but I think they removed it in 17.5 then and the docs page is just there for legacy purpose (because until it really is removed the operator is just hidden by default)
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seems like the particleFluidEmitter DOP ships with some version of Houdini. I'm using 17.5.173 and I do not have it, so must come with a later build https://www.sidefx.com/docs/houdini/nodes/dop/particlefluidemitter.html
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hmm I guess it's guide geometry (like when you create an otl and can spcifiy a node as guide geo, just here it's code in c++) and maybe it's a small bug in the code. anyway, if you need to see it you could put down a volumevisualize SOP as a workaround
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No animation when I keyframe my attribute ...
3dome replied to NodeBrain's topic in General Houdini Questions
you have to promote the parameter, then it should work -
Let a primitive attribute (name) survive polygon to vdb to polygon
3dome replied to anicg's topic in General Houdini Questions
You don't necessarily need a loop, although it might be the cleanest (and if compilable) fastest way. Anyway, here is a file to show 2 other methods of doing it dm_surviveConversion.hipnc -
I hope I understand this correctly. There's 2 things you could do: 1) Don't use groups, attributes are superior in most cases. Instead of creating groups, create an integer or string attribute and use that as Piece Attribute on the loop, like ThomasPara suggested. 2) The name SOP can build names from groups, from there it's the same as 1) Iirc the old foreach subnet had the option to run over groups, the new ones does not.
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skip rendering frames based on parameter value
3dome replied to jon3de's topic in General Houdini Questions
maybe you could try a different approach, like creating an array with the frames you want to render and then use a few lines of python as discussed here- 5 replies
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- 1
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- mantra
- skip rendering
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(and 3 more)
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Clustering does not connect individual objects
3dome replied to wreath's topic in General Houdini Questions
If the pre-build nodes don't give you what you need, like i said, build it yourself. This file is by no means the best solution, but it gets the job done. dm_Cluster_Individual_Problem_01.hip