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  1. findattribval in for loop

    Ok. makes sense. Thank you !
  2. Constraints, custom velocity and active attribute

    @Graeme Thank you for the response Ok so from what I understand is that the constraints break on impact with the floor even if it is very very slight. It creates an impact attribute which is also multiplied by the velocity set on the packed pieces (which i am not sure why it would do that but ok..) Is there a way to set a custom impact attribute in sops so that it will override the impact attribute automatically created in dops ? Thank you for the help !
  3. findattribval in for loop

    Thank you Noobini , this works. This is the first time I am using this function. Is it possible to get the second example in the help docs to work in 16.5 ? Help docs example: for (int point_num : findattribval(0, "point", "age", 10)) { // ...do something with the point... } I guess I am just trying to simplify this as much as possible for a better understanding. Thank you for the help
  4. findattribval in for loop

    Hi Step, thank you for reply. I am currrently using h16 . I might be a little confused on how to get this working. Is there an example you can show me with find attribbval function? Even with the third example I can't get it working properly. I am trying to make point 10 turn red and move it up on Y. int count = findattribvalcount(0, "point", "id", 10); int point_num; for (int i = 0; i < count; i++) { point_num = findattribval(0, "point", "id", 10, i); @Cd=set(1,0,0); @P.y+=3; } This ends up doing it to all the points instead of point 10 only. Thank you.
  5. findattribval in for loop

    hello, I am currently studying findattribval vex function and I am trying to do the second example in the help docs here: http://www.sidefx.com/docs/houdini/vex/functions/findattribval.html I am trying to find point 10 with the id attribute and move it on the y axis by 2 and set the color of that point to red. I am getting an error... I will attach my scene for anyone that wants to take a look. Thank you. findattribval.hipnc
  6. Constraints, custom velocity and active attribute

    Hi, thank you guys for the responses. @tamagochy Don't glue constraints work with forces and velocities? What are the glue constraint looking for in order for it to break ? @Graeme & @vicvvsh Thank you . This worked perfectly. However, even though I understand that physically removing the constraints will work, I don't understand why I have to do that.... When everything is 100% active , it will explode the way it should with the constraints....but if only 50% is active the constraints will not explode.... Why do the glue constraints not respect the velocity when given a certain area to be active??
  7. Hello, I have a bit of an interesting problem with my simple bullet simulation. I added custom velocity to my fractured pieces which basically explodes them outwards in dops. I got it to work perfectly , even with a glue constraint. Now when I make half of my pieces active and the other half non-active, then NOTHING explodes in dops. It just stays still. I figured out that if I disable my glue constraint , then it works. Why is the glue constraint interfering with the active attribute? This is driving me up the wall. My goal is to explode half of the wall with the custom velocity and constraints I created. I will attach my scene for anyone that wants to take a look. Thank you constraint_network_active_attribute.hipnc
  8. python-creating and selecting nodes

    Hi Atom, Thank you for the response. I am not sure what is going on in the first half of the code. def returnValidHoudiniNodeName(passedItem): # Thanks to Graham on OdForce for this function! # Replace any illegal characters for node names here. return re.sub("[^0-9a-zA-Z\.]+", "_", passedItem) # Create the Material node. mat_name = returnValidHoudiniNodeName("mat_%s" % local_name_only) node_mat = node_geo.createNode("material", mat_name) if node_mat != None: node_mat.parm("shop_materialpath1").set("/shop/%s" % shader_name What exactly is going on here? Thank you again.
  9. python-creating and selecting nodes

    Hello, I have some python code that creates two different nodes in the `out` context. My question is. how can I create multiple nodes in one line instead of two. So far I have this: mantra=hou.node("/out").createNode("ifd"); hou.node("/out").createNode("geometry") Is there a way I can shorten this line of code so that I can store both nodes that are being created in one variable? My goal is to basically connect them as they are created. Any help would be greatly appreciated. thank you.
  10. Python- creating a node from obj to out

    Perfect. Thank you Atom. Always very helpful.
  11. Hello, I have run into a problem that needs a bit of python work. Basically what I am trying to do is create a mantra sop in the `out` context when I click a button in the `obj` context. I found out how to create a node in the same context. For example: file_sop = hou.pwd().parent().createNode("file"); file_sop.parm("file").set(hou.pwd().Make_File_Button("sopoutput")) This will create a file node on spot every time I click the "Make File Button". How can I tell it to place a mantra node in the `out` context where it belongs ? I'm still a beginner in python, any help would be greatly appreciated . I will attach my file for anyone that wants to take a look. Thank you python_make_node_button.hip
  12. Slow down rbd After Cache

    How could I forget about the time blend.... Thank you Atom.
  13. Slow down rbd After Cache

    Hello, I am trying to slow down a simulation after I cache it out using a timewarp. If I use the timewarp right after the dop import, it works fine. But if I use the same timewarp after I load in the cached rbd sim, it does not work. I will show you my file if anyone wants to take a look. Thank you. RBD_slowdown.hip
  14. pop advect stopping at bound

    Hey ejr. Thank you, this works!. Definitely is a good starting point !Appreciate the help
  15. pop advect stopping at bound

    anyone have any tips? doesnt seem to be working to well..