Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

2 Neutral

About logix1390

  • Rank

Personal Information

  • Name
  • Location

Recent Profile Visitors

1,598 profile views
  1. scaling pyro sims

    Hello, I have a question about large scale pyro sims, for example: a volcano erupting Is it ever a good idea to simulate pyro at real scale (roughly the size of the volcano)? This would make my simulation much slower but would this be ideal in terms of accuracy in relation to how the smoke is moving/advected? Is it necessary for realism? Should pyro sims be simulated a normal Houdini scale and the artist just play around with timescale and shape settings to achieve the look ? When is it a good idea to scale up pyro sims to simulate? I have a feeling I already answered my own question but I am just trying to get a good idea on best practices. Thank you
  2. Control Pyro based on vex rules

    @bunkerThank you, lots of stuff here to learn from.
  3. Control Pyro based on vex rules

    hello, I have a simple smoke sim and I am curious to know how I would set my drag based on the height of my pyro in dops. I thought maybe I could use a clamp function in dops with the gas field wrangle...or perhaps the drag node would let me set some rules, but i does not I am familiar with sop solvers when using bullet but when it comes to pyro I am lost when I want to control my pyro in a little more advanced way. Like what if I wanted my smoke to dissipate based on a proximity to something ? Any help in the right direction would be greatly appreciated. I will attach my scene for anyone that wants to take a look. Thank you. drag_based_on_y_pyro.hip
  4. vellum grains attributes

  5. Changing Color components

    thanks guys, this works great
  6. Changing Color components

    I have a bit of an interesting problem which I thought was going to be easy I have one of Houdini's pictures loaded in : Mandril.pic I want to change only the red areas to whatever color I want. I know there is the hue shift and color correct nodes... but that will hue shift all the colors at the same time. How do I only Hue shift the red channel to change it to whatever color i want??? vector to float >float to vector doesn't seem to work for this situation ...probably because Cd.x is not a vector... This is driving me a little crazy... I will attach my scene file with my attempted methods. Thank you change_color_component.hipnc
  7. clustering import

    anyone ?
  8. clustering import

    Hello, So I am using the "Smoke Trail" Shelf tool on a simple emitter flying through the air. I want to be able to cache out cluster 1 , cluster 2, cluster 3, separately . Is there a way I can call it out from the dop import node? clustering_import.hipnc
  9. Updating RBD constraints from deforming geometry

    i switched the constraint type to "both" instead of rotation which fixed it ...but now but now they seem to be spinning way to quickly. ap_constrain_to_animated_anchors_soft_rotation_v2.hipnc
  10. normal along geometry

    both these methods work great. thanks guys,.
  11. normal along geometry

    Hello Seems like i am stuck on something simple but not that simple. I have a tube with no subdivision. I am trying to get the normal to point along the edges of the tube . I managed to get it using some simple vector subtraction. The problem is when I try and scale the bottom of the tube, the normals do not respect the direction anymore and they point outwards. How can I fix this so that it respects the direction and angle of the geometry.... I will attach my file and some photos to show you what i mean. Also if you open up my file you will see on the side that I was also trying to rebuild each circle from scratch so that I can subtract them to get a Normal but I don't know how to bridge them together to create geometry... Thank you. normal_along_geo.hipnc
  12. rbd forces question

    ahh . didnt realize it created a new name . thank you.
  13. rbd forces question

    @FlorianEggers Thank you ! that works. I noticed there is actually a sop called "glue cluster" that does the exact same that i was doing in the wrangle. It seems to set the attribute correctly but it does not actually work in dops. Is there a way to get this node to work properly ? forces_question2.hipnc
  14. rbd forces question

    Hello all, I am trying to go a little more in depth with the rbd force nodes in houdini. I am working with the magnet force in particular. I have a constraint network with random constraints set to a strength of -1 which means it will never break. However, when I use the magnet force on this constraint network it breaks everything and does not respect the strength of -1. Why is this ? How can I use the magnet force to respect the attributes I set to the constraints? I will attach my scene file for anyone that wants to take a look. Thank you forces_question.hipnc
  15. if statement in scatter sop

    never mind i think i got it