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logix1390

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About logix1390

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    Illusionist

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  • Name
    Mike
  • Location
    Toronto

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  1. mantra error

    Hello Lately I have not been able to render a sequence to Mplay. I keep getting an error. I am literally just using the pyro shelf tool and trying to render the sequence. I uninstalled the latest houdini which was houdini 18.532 and then I reinstalled it. I even went back to the version before which is 18.499 and still the same problem I have no idea how to fix this. I will attach a screenshot of the error message.
  2. Scale by Attribute -Vellum

    @Noobini. Ahh yeah that would make sense. Thanks !
  3. Scale by Attribute -Vellum

    Hello, I'm trying to use the "scale by Attribute" option for the Bend stiffness for my vellum hair. However it does not seem to work I created a primitive attribute called "bendstiffness" before it goes into the Vellum Constraints sop. This seems to have no affect on the sim even though the attribute seems to be initialized properly. I'm not sure if I'm doing this correctly... Is the "scale by attribute" parameter meant for customization of the attribute AFTER the Vellum constraints node or am I supposed to customize my attribute BEFORE it gets plugged in ? I will attach my file for anyone that wants to take a look. Thank you scale_by_attribute_vellum.hipnc
  4. returning a string with prims function

    @tamagochy Thank you !
  5. Hello, I am trying to return a string using a vex function. I looked it up and it seems as if the "prims" function does this according to the help docs: https://www.sidefx.com/docs/houdini/expressions/prims.html However, I am not able to get this to work for some reason. I'm doing something like this: s@temp= prims("obj/geo1/id_name", 0, "id_name"); I will attach my test file for anyone that wants to take a look Thank you prims_function_return_string.hipnc
  6. orient a gradient ramp on an object

    @anim Thank you anim, Makes perfect sense.
  7. orient a gradient ramp on an object

    Hello, I have a test object floating in space . I want to get a ramp that is oriented along the direction its facing no matter what the rotation or position is... I am using a "relative to bound" vop and using the x component to visualize the ramp but it seems like its not actually relative to its bound but to the world. I will attach a screenshot of what I mean. The green arrow is where I want the gradient ramp to face but the red arrow represents what its actually doing ... I will also attach my scene for anyone that wants to take a look. Thanks Ramp_orient.hipnc
  8. Controlling fracture pieces

    Try using the point deform on your packed objects.
  9. Find collision particle

    @ronit1996 This is exactly it thank you sir !! @Noobini - not to make it go faster its more for art directing purposes. Its for after the sim has taken place. Thanks !!
  10. Find collision particle

    Hello, I am trying to do something which I thought was going to be easy but turns out its not. If I have a simple particle sim of 1000 particles, and only 30% are colliding with an object. How do I isolate those 30 % of particles before and after it hits. I can easily find the particle only AFTER it hits using the attributes from the pop collision detect in dops. However, I don't know how to isolate those particles BEFORE it has hit while also deleting the particles that never hit to begin with. ... I tried a couple methods but I ended up with a basic solver setup by merging in the previous frame and doing a simple comparison of ids but still nothing...My thought process was that since I know the id number of the collision particle, I can find that same id number before it hits and isolate it.. no success. I will attach my scene file for anyone that wants to take a look. Thank you find_collision particle.hipnc
  11. h18 sop bullet solver- constraints

    @Noobini Thank you for the response. Yeah that is very weird how it doesn't work when you change the frame number . Your tips worked . I will need to do more testing myself. . I was confused about merging in multiple constraints with different data names... but apparently if I am using multiple glue constraints, you can only use 1 data name and use the grouping options to control them separately. Thanks
  12. h18 sop bullet solver- constraints

    Hello, I am trying to do something pretty simple using the new h18 sop level bullet solver.. I want to merge in two different Glue constraints, each with a different data name ("Glue" "and "Glue_Two"). Then I want to break each unique glue constraint on a specific frame. It seems as if I technically got it working, but for some reason my constraints are not maintaining its strength. I have them both set to -1 which means it should never break until told to do so. I feel like I am not setting up the data names on the bullet solver properly... I will attach my file for anyone that wants to take a look. Thank you. rbdBullet_constraints.hipnc
  13. custom vel not working

    @Noobini @Drughi Thanks. that worked. Yes I also remember it working before.
  14. custom vel not working

    I am trying to add some custom velocity to my flip fluid using the rasterize attributes and bringing it in through a source volume in dops. Basically trying to do it the same way I would with pyro. Not sure why it is not working. Does flip read custom velocity like the this? I will attach my scene file for anyone that wants to take a look thanks custom_vel_flip.hipnc
  15. if-Else in vops

    @bunker Ahh makes sense. Yea, thought it would be easier in vex but just giving vops a try. Thank you !!
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