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About logix1390

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  1. forces or advection - pyro

  2. forces or advection - pyro

    Do the pyro shaping microsolvers like Turbulence, disturbance, shredding etc go into the force or the advection slot on the pyrosolver? It works in either one but I was wondering what would be the correct one? I'm guessing it is forces but I want to know if there is any situation where I plug it into Advection or even sourcing like I've seen some people do ? A little confusing.. Thanks
  3. Cone twist constraint stops suddenly

    Thank you @Ultraman . This works much better. It still stopped at a certain point but I put in the "w" attribute in the "Overwrite Attributes" parameter and it works great
  4. Cone twist constraint stops suddenly

    Hello, I am trying to setup a simple blade spinning on an axis using a cone twist constraint. The blade is aligned to the base properly. The blade starts spinning normally but then stops suddenly. It also looks like the blade drops. I will show you a screenshot and attach my file for anyone that wants to take look. Thank you cone_twist_blade_prob.hipnc
  5. Vellum- collapsing tree-

    @Noobini wow yeah.. that would be it. Thanks Noobini.
  6. Vellum- collapsing tree-

    @Noobini That's the video I'm following. I'm putting in the exact same values but mine collapses like someone poured acid on my tree. I opened up the sidefx file and copied over the vellum constraint that he uses, and it works fine. Makes no sense because I'm using the exact same values. My Houdini version is 18.5.408. I'm wondering if the vellum constraints node has changed since that masterclass came out. I will attach my new file comparing the sidefx constraints and mine. Thanks tree_vellum2.hip
  7. Vellum- collapsing tree-

    Hello, I am trying to simulate a simple tree using vellum. It is a simple default L-system tree in Houdini. The problem is that it collapses to the ground no matter what I do. I tried increasing the bend and stretch stiffness on the vellum constraints to a really high number but nothing seems to make it stand on its own. I am going a little crazy . Any help would be greatly appreciated. Thank you tree_vellum.hip
  8. create lines from point cloud to center point

    @vicvvshThis is great, thanks a lot. I broke down your code line by line and it makes complete sense now. appreciate the help
  9. Hello I have a bit of an interesting problem. I have a bunch of small point clouds and I want to create a line from each point to the center point. Each point cloud has its own id. The center point has a matching id . I thought using an addprim function would do the trick but its not working... I have something like this: if(i@id==i@idt){ int prm = addprim(0, "polyline", i@id, i@idt); int vtx = addvertex(0, prm, @ptnum); } I will attach my file for anyone that wants to take a look. Thanks create_line_point_cloud.hip
  10. foreach -setpointattrib

    @bunker Thank you for the examples Bunker. Makes sense now
  11. foreach -setpointattrib

    hello. I am trying to set color to the points in the array that the nearpoints function found. I am trying to set it in a foreach loop. However, it is not working for some strange reason. I'm sure im going wrong somewhere. Here it is: i[]@ptarray = nearpoints(1, v@P, chf("maxDist"), 133); foreach(int pt; @ptarray){ setpointattrib(0, "Cd", pt, {1,0,0}); } foreachloop_setpointattrib.hipnc
  12. foreach- index vs iteration of all points

    @haggi Thanks for the explanation. Makes a bit more sense to me now.
  13. 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
  14. 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
  15. 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