
logix1390
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Everything posted by logix1390
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@anim Thank you anim, Makes perfect sense.
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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
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Try using the point deform on your packed objects.
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@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 !!
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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
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@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
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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
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@Noobini @Drughi Thanks. that worked. Yes I also remember it working before.
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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
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@bunker Ahh makes sense. Yea, thought it would be easier in vex but just giving vops a try. Thank you !!
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Hello, I am trying to get a simple if -else statement to work in Vops. I think I have it working but with strange results. Basically I am trying to say if @ptnum > 100 than move up along Y axis. However, it seems my points are collapsing in . Not sure if I am doing this correctly? Ultimately I am trying to get this if-else statement working in my flip sim. Any help would be appreciated. I will attach my scene for any one that wants to take a look. Thank you if_else_sops_dops.hipnc
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I am following this beginner PDG tutorial from the side fx website. https://www.sidefx.com/tutorials/create-a-task-workflow-to-build-cities/ The link to the pdf is here: https://d2wvmrjymyrujw.cloudfront.net/media/uploads/tutorial/pdg/foundations/pdg_foundation_tutorial2.pdf The problem is that the attributes I set to control the random height of the buildings is not working when I combine everything after using the "wait for all" and Geometry Import" top nodes. I am not sure what i'm doing wrong. I have followed every step of this tutorial exactly I will attach my scene file for anyone that wants to take a look. Thank you. city_01.hip
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@anim @flcc Thank you guys for the detailed descriptions. This makes a lot more sense to me. Appreciate it !
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@flccSo if velocity is speed and direction, and force is just influencing the speed...Should I think of force as the same as magnitude of the current velocity ? Thank you
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hello, What exactly is the difference between a force and velocity? Is there anything I should read up on? I noticed that my flip sim acts differently to an @force attribute vs @v Thank you
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@DrughiThank you for the response. I know how to extract the impact attributes from rbd , but the pop collision attributes are better for certain situations. For example in this situation, I am trying to extract only the first impact point of each rbd object. The problem is, if the rbd object moves around on the floor after it falls, the rbd impact data will create several different impact points as it moves around on the floor. I only need the first one. I'm not sure how to extract this using the rbd impact attributes I know the pop collision detect has an attribute called hittotal which determines how many times the particle has collided. From there I can extract the first hit pretty easy. But i'm not sure how to extract this with what the rbd impact attributes. Would love to get your opinion. Thank you
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hello, I am trying to find out how to get the "pop collision detect" node to work with my rbd sim. I need to get the attributes that the popcollisiondetect creates such as the hitnum, hitprim, hittime etc. I can see the attributes in my geometry spreadsheet but they are all set to 0. I can get other pop nodes to work with and RBD sim like pop force but why doesn't the pop collision detect work ? I will attach my scene for anyone that wants to take a look. Thank you rbd_collisiondetect.hipnc
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@animThank you, I will check that out
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Hello, I am trying to use the attribute noise sop to add some noise to my velocity. My basic question is, how do I change the frequency ? The attribute noise only has options for the amplitude, element scale and element size. It does not provide the standard noise options like frequency and roughness. I know how to create my own custom velocity in a vop but I wanted to be able to use the attribute noise sop for this. I will attach my scene for anyone that wants to take a look. Thank you h17_src_vel_frequency.hip
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hello I am trying to randomize multiple smoke sims using a few different methods. 1. in a volume wrangle using a fit and ranom expression based of the id of the smoke sim 2. through the shader using the same expression in the density paramter. None of these methods work. I was wondering what I could be doing wrong. If I had hundreds of copied smoke sims how would I randomize the density in a procedural way? Thank you randomize density in shader.hip
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@Skybarthank you!
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@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
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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
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this is file for anyone that wants to see. nearpoints_question.hip
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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