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About Fyre

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  1. Hey Trying to randomise falloff on an attribute transfer, as I understand it only evaluates once so can't read a point expression from source points. Trying it in a forloop but not having much luck if someone could take a look at the scene? Also tried setting up in a vop with pointclouds and this works ok, but how do I get the smoothness of the falloff in this? Ta PC_falloff.hip
  2. How to see pyro field values

    Possibly a basic question - can I see the values/ranges of fields in the geo spreadsheet? Using control fields in the solver at the min means guessing ranges and values.
  3. I'm trying to create a mist effect using volume raterized particles, getting some nice enough results but would like to add some shader noise for more detail as it's still a bit soft. Currently trying two methods; Dual rest, though I'm slightly confused as to how to set this up for particles and then use it in the shader, and ther other method - building a velocity volume from the particles and using the vel field to drive the noise position, but this also appears to be a chaotic mess when rendered. Can anyone give me some advice with this?mist_v01.hip ta
  4. Hey, I'm sure this has been asked numerous times, but I've looked through past posts and can't seem to piece together enough info. Trying to use point clouds to find the nearest point for each point, and then the nearest for the previous found point and so on. Want to create ordered points to connect with the add sop, based on the nearest points to each individual point - creating one curve from ordered points. I'm aware the sort sop can sort by spacial locality, but it behaves strangely (spatial locality to what?) would like to set this up in vops. Any help appreciated - ta.
  5. Creating waves with vertical lines

    Ah I see, so you want to layer the spectra. If you construct the correct motion and shape for each layer you can then simply use a merge before the evaluate. Hopefully this scene is what you mean, obviously you will need to adjust the settings and possibly make a hero wave. waveLines_02.hip
  6. Creating waves with vertical lines

    Sorry if this is a very basic suggestion - on the wind tab you have rotated the wind direction to your preferred angle and then I'm assuming you've already cranked up the directional bias and movement? Or am I missing the point? waveLines.hip
  7. popForce boundingbox, soft falloff - how?

    So I've given it my best shot, havn't made it far despite working late last night. Theres frustratingly little information or documentation on how to do something as simple as finding and using volume gradient information - and I've not done much with them before. I've tried a few different things, and I roughly understand what is going on but I'm stuck. If you could take a look and clear up a few questions that would be great: 1. How do I get the gradient working in the vop 2. How do I visualize my gradient to check its working 3. How do I get that inside the DOP to drive the force Thanks volumeGradientFalloff.hipnc
  8. popForce boundingbox, soft falloff - how?

    For sure yeah, I'll post my progress (don't expect much ) tomorrow.
  9. popForce boundingbox, soft falloff - how?

    Thats exactly what I was looking for, thanks very much! Although how would one set this up inside a vop, I can't seem to get it work from a vop. Thanks
  10. popForce boundingbox, soft falloff - how?

    Anyone know? Sorry if its a basic question but I've still not found a solution
  11. Hey, Im trying to have a pop force act only inside a boundin box and with a soft fall off, is this possible? I've tried to make it with a uniform force and a mask from a sop scalar field, from a volume, but I can't seem to get it to have a smooth falloff? Cheers
  12. Thanks very much, I got it to work per your advice, however its all contained within the carve now. This is using iteration as the attribute for each primitive, which is fine, but what if I wanted this value to be driven by 'dist' attribute, created outside the for loop and call it in? Like in my example scene? i.e. for each 'iteration' use 'dist' cheers
  13. Trying to use an attribute to drive random values in a carve. Works in subnet foreach but not new for each. forLoopCarveProblem.hip As far as I'm aware the carve can't use $PR etc directly so I'm using the prim function in a forEach loop. Just a bit confused as to whats going on. If I create the setup in a "new" foreach loop I'm getting the same U value for each curve, but If I create the carve and use the prim attribute in a subnet for each loop it works fine. Now I'm guessing theres something different in how these two operate. AforLoopCarveProblem.hips I can't use PR I'm using 0 in the loop, and the subnet (as far as I can tell) culls each primitive into its own geometry?? So this works? But the new foreach loop will just take the value of primitive 0 and apply it to every iteration? Or am I way of base here, Confused.
  14. Hey, I'm trying to use the pop steer seek, pointper particle function, to make a particle goal to its nearest point, whilst mainting a 1 point per particle relationship that and id-pt relationship gives. So particles dont clump to the same point if its both their nearest neighbour. nearestGoal.hip Basic scene to demonstrate what I mean - you can see that if its id-pt relationship you get one particle to one point. But I'm looking for them to go to their nearest unoccupied point. docs say this is possible with an attr transfer, but I can't seem to get it to work. http://www.sidefx.com/docs/houdini/nodes/dop/popsteerseek
  15. This info is great, thanks very much for explaining guys <3