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Everything posted by logix1390

  1. SOP RBD Solver - glue and soft constraint problem

    @fencer Thank you fencer this is exactly what I was looking for. I must have been using the vex expression wrong last time I tried it. Thank you!
  2. 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 ! sop_rbd_solver_soft_and_glue_problem.hipnc
  3. disablecollisions attribute RBD

    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. Thanks disable_collisions_rbd.hipnc
  4. forces or advection - pyro

  5. 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
  6. 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
  7. 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
  8. Hello, I came across an issue where I open up Houdini 16 and none of the buttons get loaded. The error messages I get are like this : 'C:/Users/tom/Documents/houdini16.0/config/Icons/SVGIcons.cache' corrupted? warning: failed to load 'BUTTONS_colors.svg' 'C:/Users/tom/Documents/houdini16.0/config/Icons/SVGIcons.cache' corrupted? warning: failed to load 'BUTTONS_listview.svg' .... pretty much half the list of buttons in houdini are missing I tried re-installing and still I get this error. I was looking at this forum where the guy had the same issue: https://www.sidefx.com/forum/topic/37267/ However , they were syaing to rename the 'houdini' folder to 'houdiniOLD' or something, but when I do that , Houdini does not automatically create it again to reset. Is there a specific folder I should rename/delete so that Houdini resets itself Any help would be greatly appreciated , Thank you.
  9. 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
  10. Vellum- collapsing tree-

    @Noobini wow yeah.. that would be it. Thanks Noobini.
  11. 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
  12. rbd and pop collision

    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
  13. 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
  14. 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
  15. foreach -setpointattrib

    @bunker Thank you for the examples Bunker. Makes sense now
  16. 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
  17. foreach- index vs iteration of all points

    @haggi Thanks for the explanation. Makes a bit more sense to me now.
  18. 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
  19. 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
  20. 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
  21. mantra error

    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.
  22. Scale by Attribute -Vellum

    @Noobini. Ahh yeah that would make sense. Thanks !
  23. Scale by Attribute -Vellum

    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 scale_by_attribute_vellum.hipnc
  24. returning a string with prims function

    @tamagochy Thank you !
  25. 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: https://www.sidefx.com/docs/houdini/expressions/prims.html 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 prims_function_return_string.hipnc