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Everything posted by logix1390

  1. npoints function not working

    hello, I am just trying to understand how this npoints function works. I want to store the maximum amount of points of another object in a variable called myID so i say: i@myId= 1; @myId = npoints("../PTS"); it should return 1000 points but it returns 0. The help file say this npoints: Returns the number of points in a geometry npoints(surface_node) What am I doing wrong here? I will attach my scene file for anyone who wants to take a look. Thank you npoints_question.hip
  2. npoints function not working

    I see, thanks guys!
  3. npoints function not working

    Thanks noobini. Both methods work perfect ! But i'm a little confused on why my method doesn't work ?
  4. simple vex question

    Hello, I am a complete noob at vex but I am trying to learn it. I have this here: @id = 1; @id = rand(@ptnum); why is it that this results in the id being 0...why does the random function not execute as it should? If i give my own variable like this: @myId = 1; @myId= rand(@ptnum); Then it works perfectly... I am a little confused on why one works but not the other. Thank you.
  5. simple vex question

    Makes sense now. thank you woodenduck
  6. Attribute decay on repeating geo

    Hello, I am trying to make my age attribute decay over a series of frames. I am not using pops, so I had to create my own solver. Basically, I have repeating rings being scaled up to a certain point then stopping. Now what I want is to have the "age" attribute on each ring decay from 1 - 0 from beginning to end. So each ring that gets scaled up, the age attribute would be something like : age-1, 0.9, 0.8, 0.7, 0.6.....0 However, what is happening is that each ring is getting a constant value for every iteration of rings that get scaled up.... so the first ring has age 1, then the second ring has age 0.9, then the third ring has 0.8 etc... instead, each ring should be changing the age down to 0 by the time it stops. ultimately I am going to remap the age attribute to the Alpha so that each ring gets faded off by the time it stops. It's a little tricky to explain...I will attach my scene file for anyone who wants to take a look. Thank you. Attribute_Decay_circles.hip
  7. Attribute decay on repeating geo

    Always something great. Thanks Noobini.
  8. Attribute decay on repeating geo

    Hello, Hate to bring this up again, but I have seemed to run into a small issue with this. Basically, I am trying to add on frequency and speed to the rings. I noticed that if I changed the modulus in the switch, i can achieve the frequency I want, however, this will not give me control on how slow or fast the rings move. I lower modulus like 2 will add plenty of rings, but will also move way to fast. My goal is to have many rings, but they move slower. I understand that the expression that is making this move is subtracting the current position of each point by a vector P1 on every frame. But how would I add to this expression so that the rings don't move outward so fast? I'm really stumped. I will attach my file for anyone that wants to take a look. Thank you Attribute_Decay_circles_freq_dan.hip
  9. Procedural Oval curve

    Hello So I am trying to create an oval shape like the image below..I created the general shape but now I just need to smooth the curve properly..Not sure how this is done in Houdini. The way I modeled out the oval is probably not the cleanest way as well. I created a circle and transformed the end points on the x axis to create the elongated effect. If anyone has any thoughts on how I can do this procedurally, that would be amazing. I feel like this shouldn't be as hard as I am making it seem. I will attach my scene file for anyone who wants to take a look. Thank you. oval_modeling.hip
  10. Procedural Oval curve

    Didn't realize how simple it could be. Great files. Thank you Noobini and vicvvsh!!
  11. Procedural Oval curve

    Wow, both brilliant methods. Thank you guys. I have lots to learn Aizatulin, your file is waay above me at the moment haha. Fantastic file to learn from. Appreciate the help!
  12. Attribute decay on repeating geo

    This is perfect. thank you craig !
  13. Attribute decay on repeating geo

    Hi craig, That is a fair solution, however, it gives me the result I was already getting. It's a bit difficult to explain. I will attach a quick diagram to show you what I mean.
  14. activate particle when its born

    Hello, I have a growing emitter which is being scattered with points as it grows. In the popnet, I am trying to activate my scattered points only when they are born. Only the points that are born should be simulated by the pop force. I am able to achieve this effect with a static emitter easily , but I am having trouble getting this to work with a growing emitter. I will attach my file for anyone who wants to take a look. Thank you! particle_activate_on_first.hip
  15. activate particle when its born

    Thank you Sepu this works. Yeah I think I was just confusing myself with the solver. Appreciate the time.
  16. high detailed nebula

    This is a better reference video: https://www.artstation.com/artwork/0gXbV
  17. high detailed nebula

    Hello, I have been trying to create nebulas that have this much detail as seen here : https://www.artstation.com/teunvanderzalm He is fantastic at creating nebulas in Houdini. My methods on recreating this were basically to create an interesting pyro simulation, advecting millions of points and then adding additional noise to it post-sim. I also play around with the pyro shader to get interesting looks when I combine the pyro and particles at render time... I am getting some really interesting looks, however I am still not getting the smaller, finer detail that he has no matter how high res my pyro sim, or how many points I advect through it. I add layers of noise to my particles after, and it still doesn't look right...I feel like im going around in circles. I was wondering if anyone had any tips for me to achieve such an amazing look . I feel like he could be using a custom pyro solver... not sure if I should just keep going with my methods until I get a better look. Any thoughts ?
  18. Hello, So, I have a bunch of small pyro caches that I copied on some points. I enabled stamp and pack geo on the copy. Is their a way I can easily randomize the density on each of the copied pyro cache? Nothing seems to work... Thank you
  19. Randomize density on copied pyro cache

    Thank you for the replies. Shinjipierre, i tried that, but it doesnt work with packed objects.. I need to pack them since I have 1000's of volumes.
  20. cutting a line procedurally

    sweet thanks for the help Noobini
  21. cutting a line procedurally

    Hello, I have a geometry base shaped like an L. I am trying to cut a line as in the picture below. The thing is that it has to be procedural in one way or another. I used a divide node, which cut me a line diagonally, as you can see. I need it to be cutting across instead. Any help would be greatly appreciated. I will attach my scene file for anyone who wants to take a look. Thank you base_divide_cut.hip
  22. cutting a line procedurally

    Thanks again Noobini, exactly what i needed! Im just wondering now what each sop is doing exactly. specifically the "polyframe" , "measure", and "sort". How does this achieve the proper cut ?? I notice that the "curvature" attribute is just giving me a value of 0 for each point. How is it using this information to achieve the end result?
  23. Orienting copied objects

    Thank you Neon, it works perfectly.
  24. Orienting copied objects

    Hello, So i have a roof and I want to make some wooden pillars on the inside of this roof. My method is to basically copy the pillars to the centroid line of each side of the roof. I know the copy sop looks at the normals for orientation so I made sure my normals are aligned the right way before I copy. However, The copy is still not respecting the orientation of the normals. I have been trying to figure this one out for 2 days now. Im sure im missing something easy here... I will attach some pictures and my scene file to show you what I mean. Thank you. pillar_orientation_roof.hip
  25. channel reference- addpoint function

    Perfect. It works now. Thank you Noobini
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