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  1. Converting integer to string atoi

    @Skybarthank you!
  2. Converting integer to string atoi

    @Atom Thank you for the response Atom. That makes sense now. I can't help but ask a few follow up questions. So as you mentioned, my name attribute in this case has the same length prefix which is making it easy to isolate the integer for the atoi function. So if I had a different name attribute with a longer length prefix then it will return 0 if I were to use the same expression . My question is , how would I automatically detect the length of the name prefix to always isolate the integer at the end ? My first thought would be to find the length of the string using the len function.. i@mylen=len(@name); i@nameInt= atoi(s@name[@mylen:]); But this of course wont work because that will find the length of the string including the integers. Is there anything else I should be looking into to achieve this ? Thank you
  3. Converting integer to string atoi

    Hello. I am trying to get the integer value from my rbd piece names "piece0", piece1", piece3", etc . and convert that into a string I am trying to do this based on what the help card has said: int atoi(string str) i@nameInt= atoi(s@name); Am I not doing this correctly? this will return 0 Any help would be appreciated. thank you. atoi_int_to_string.hipnc
  4. nearpoints error

    this is file for anyone that wants to see. nearpoints_question.hip
  5. nearpoints error

    hey. I am learning the nearpoints function but for some reason it is giving me an error. I am just trying to store the first value in the array into a my own variable. I am writing this: i@pts[] = nearpoints(1,@P,40); i@First_Pt = @pts[0]; Shouldn't I@First_Pt give me the first value in the "pts" array ? I am not sure why it is giving me an error. Thank you
  6. bounding box orient to emitter pyro

  7. ray to center normal

    @Ryan Thank you this helps
  8. ray to center normal

    hi everyone, I have a small issue where I am trying to direct my normals in a procedural way. I have two rows of objects and a line in between them. I am trying to use the ray sop to set normals on the objects to point in the same direction of the line. I check on "point intersection normal" on the ray sop but this only solved for one half of the row. Why is the first row pointing in the opposite direction and not towards the line? Maybe there is a better method? Any help would be great. Thank you direct_normals_ray.hip
  9. hello I am trying to make a custom age attribute in pops using a sop solver. Basically I have particles sliding down a sphere using a pop collision detect. I want to add a new age attribute to only the sliding particles. In the sop solver I use an if statement: f@myage=0; if(@sliding>0){ @myage+=@TimeInc; } however, the @myage attribute does not accumulate and only stays at a certain low value. What am I missing here? I will attach my scene for anyone that wants to take a look. Thanks! custom_age_particles.hipnc
  10. scaling pyro sims

    @ejr32123Thank you. This helps.
  11. 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
  12. Control Pyro based on vex rules

    @bunkerThank you, lots of stuff here to learn from.
  13. 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
  14. vellum grains attributes

  15. Changing Color components

    thanks guys, this works great