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Posts posted by logix1390

  1. Hi there everyone

    I am working with the SOP bullet solver and I am trying to do something simple.

    I am trying to delete glue constraints on sop level while having control over my soft constraints.. . When I click "Overwrite with SOP" I am able to break the glue constraint but then I lose the parameters for breaking my soft constraints like the Angle Threshold etc.

    I think I saw this question asked before on here but I cant seem to find it. I will attach my file for anyone that wants to take a look at the issue.

    Thanks ! 


  2. Hello,

    I am wondering how to get the @disablecollisions attribute to work. This comes with the rbd constraint properties sop. I read the help file and it just says : "Disables collision detection between the constrained objects."

    when I enable it, nothing happens . I was expecting the collisions to disappear in dops or something. 

    I have a test file for anyone that wants to take a look. 




  3. 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..



  4. @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 


  5. 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


  6. 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:

       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.



  7. 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});



  8. @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


  9. 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



  10. Hello

    Lately I have not been able to render a sequence to Mplay. I keep getting an error. I am literally just using the pyro shelf tool and trying to render the sequence. 

    I uninstalled the latest houdini which was houdini 18.532 and then I reinstalled it. I even went back to the version before which is 18.499 and still the same problem

    I have no idea how to fix this.

    I will attach a screenshot of the error message. 


  11. Hello,

    I'm trying to use the "scale by Attribute" option for the Bend stiffness for my vellum hair. However it does not seem to work

    I created a primitive attribute called "bendstiffness" before it goes into the Vellum Constraints sop. This seems to have no affect on the sim even though the attribute seems to be initialized properly.

    I'm not sure if I'm doing this correctly... Is the "scale by attribute" parameter meant for customization of the attribute AFTER the Vellum constraints node or am I supposed to customize my attribute BEFORE it gets plugged in ?

    I will attach my file for anyone that wants to take a look. 


    Thank you



  12. Hello,

    I am trying to return a string using a vex function. I looked it up and it seems as if the "prims" function does this according to the help docs:


    However, I am not able to get this to work for some reason.

    I'm doing something like this:
    s@temp= prims("obj/geo1/id_name", 0, "id_name");

    I will attach my test file for anyone that wants to take a look

    Thank you



  13. 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.