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  1. foreach- index vs iteration of all points

    @haggi Thanks for the explanation. Makes a bit more sense to me now.
  2. foreach- index vs iteration of all points

    @haggi Your right about setting it to detail. That works. I'm still a bit confused about this when its not set to detail and set to points. Thanks
  3. foreach- index vs iteration of all points

    @haggi I understand that its iterating over every point. I guess I am a bit confused on the fact that the setpointattrib function is actually returning a value based on the accumulation of ALL the points it was iterating over rather than just the amount of points in the array that I specified. The point function seems to be doing what I was expecting and giving me the last point in the array that I specified. Based on the logic of it running over every point, wouldn't the point function return the last point on the grid? The setpointattrib function doesn't seem to care about the index in the array and accumulates the value based on all the points but the point function seems to respect the index in the array. I realize I probably sound a bit confusing . I apologize Thanks for the reply
  4. Hello, I have a few questions about the foreach in vex that is probably better explained with an actual example I'm working on. First Example: i[]@pts = neighbours(0,3); //get array/list of point numbers foreach (int pt; @pts ){ v@pos=point(0, "P", pt); //gets the last index point position. Point 4 in this case } Second Example: i[]@pts = neighbours(0,3); //get array/list of point numbers foreach (int pt; @pts ){ v@y= set(0,1,0); //value setpointattrib(0, "P", pt, @y, "add"); //Setting the @y value on each point inside of the array. //It will add the @y value every iteration . In this case, the iterations are the number of points on the grid (25 points) ?? //Therefore we are adding the @y value on each point in the array 25 times ?? } In the First example , I use the point function within the foreach loop and it returns the point position of the last index in the array. That makes sense. In the Second example, I am trying to set a value on the point positions inside the array using a setpointattrib function but i can see that it is actually iterating over all my points in the grid (25 points) which means it will be adding (0,1,0) 25 times to each point number in the array. It seems like the foreach is working differently in both examples which is confusing. I am aware that the wrangle sop iterates over all the points. I get it. So why is it that in the first example the foreach is iterating over the points in the array ( which is what I expected) and the second example it is iterating over ALL the points and adding that value 25 times instead of just 4. Hopefully i'm explaining this correctly. I will attach my scene file for anyone that wants to take a look Thank you foreach_iteration_question.hipnc
  5. 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.
  6. Scale by Attribute -Vellum

    @Noobini. Ahh yeah that would make sense. Thanks !
  7. 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
  8. returning a string with prims function

    @tamagochy Thank you !
  9. 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
  10. orient a gradient ramp on an object

    @anim Thank you anim, Makes perfect sense.
  11. 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
  12. Controlling fracture pieces

    Try using the point deform on your packed objects.
  13. 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 !!
  14. 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
  15. 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