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Everything posted by logix1390

  1. orient a gradient ramp on an object

    @anim Thank you anim, Makes perfect sense.
  2. 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
  3. Controlling fracture pieces

    Try using the point deform on your packed objects.
  4. 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 !!
  5. 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
  6. h18 sop bullet solver- constraints

    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
  7. 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
  8. custom vel not working

    @Noobini @Drughi Thanks. that worked. Yes I also remember it working before.
  9. custom vel not working

    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
  10. if-Else in vops

    @bunker Ahh makes sense. Yea, thought it would be easier in vex but just giving vops a try. Thank you !!
  11. if-Else in vops

    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
  12. Attributes not working in tops (PDG)

    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
  13. force or velocity

    @anim @flcc Thank you guys for the detailed descriptions. This makes a lot more sense to me. Appreciate it !
  14. force or velocity

    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
  15. force or velocity

    @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
  16. rbd and pop collision

    @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
  17. attribute noise sop

    @animThank you, I will check that out
  18. attribute noise sop

    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
  19. randomize density methods

    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
  20. Converting integer to string atoi

    @Skybarthank you!
  21. 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
  22. 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
  23. Hey everyone, I ran into an issue where I have a simple scene with a depth pass with a matte object. However, when I render the depth pass it also calculates the depth of the matte object as well. I don't want the matte object to be calculated in the depth pass. Is their anyway where I can exclude this object in the depth pass and keep the matte at the same time. I'm trying to get this all into one render and not have to separate my renders. I have attached my scene Thanks! exclude_object_from_zdepth.hip
  24. 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
  25. nearpoints error

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