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fuat

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fuat last won the day on May 18 2015

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About fuat

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    Fuat
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    Munich

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  1. back to the question at hand: i am using Houdini on Linux Mint 19 and it runs nice and smoothly. Would never go back to any other OS. but as ususal, there is no objective answer to this question.
  2. Sop vex ptnum vs cvex

    Tomas, your Houdini knowledge and numerous answers are truly amazing.
  3. Congratulations Jeff and SESI! All the best for the next years. Keep up the great work and enthusiasm.
  4. contrail deformation by spline

    Thanks for the reply. Not in front of houdini right now. Will have a look and learn from it when back from vacation. Very interesting. Could not look into the scene file. I once read that trilinear interpolations work quite well with fields. But dont know if this applies to your scene.
  5. contrail deformation by spline

    What was the solution?
  6. I think "fill Interior" does the exact right thing. As far as i know, a fog volume is always "filled". Otherwise it wouldnt be a fog volume. Same as storing graduating sdf values towards the interior (like a falloff), i think "fill interior" on a fog stores graduating density values like a falloff (would have to doublecheck this, not 100% sure, but i think so) towards the "middle". So I usually use "fill interior" with SDFs rather than Fog volumes. Hope this helps.
  7. VEX function clarification

    vector foo = point(0, "N", 19) // if you need it as a variable v@foo= point(0, "N", 19) // if you need it as an attribute
  8. pluralize vex

    http://www.sidefx.com/docs/houdini/vex/functions/translate.html
  9. hi Sourabh, what exactly didnt you understand? what exactly do you want to do? that maybe helps to understand what you are after. EDIT: maybe also read about other functions like vertexhedge or hedge_prim, they are very well described and documented. hope this helps fuat
  10. http://www.sidefx.com/docs/houdini/vex/halfedges
  11. Smoke Solver | Tips and Tricks

    great. thank you very much
  12. Parenting at geometry level

    there is. see attached file. the "optransform" vex function returns a 4x4 global matrix of an object. then you just multiply your pointposiiton with that 4x4. hope this helps? Fuat SOPParent.hip
  13. https://www.amazon.de/Math-Primer-Graphics-Game-Development/dp/1568817231
  14. this is why i love this forum.
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