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Everything posted by logix1390

  1. python-creating and selecting nodes

    Hello, I have some python code that creates two different nodes in the `out` context. My question is. how can I create multiple nodes in one line instead of two. So far I have this: mantra=hou.node("/out").createNode("ifd"); hou.node("/out").createNode("geometry") Is there a way I can shorten this line of code so that I can store both nodes that are being created in one variable? My goal is to basically connect them as they are created. Any help would be greatly appreciated. thank you.
  2. Python- creating a node from obj to out

    Perfect. Thank you Atom. Always very helpful.
  3. Hello, I have run into a problem that needs a bit of python work. Basically what I am trying to do is create a mantra sop in the `out` context when I click a button in the `obj` context. I found out how to create a node in the same context. For example: file_sop = hou.pwd().parent().createNode("file"); file_sop.parm("file").set(hou.pwd().Make_File_Button("sopoutput")) This will create a file node on spot every time I click the "Make File Button". How can I tell it to place a mantra node in the `out` context where it belongs ? I'm still a beginner in python, any help would be greatly appreciated . I will attach my file for anyone that wants to take a look. Thank you python_make_node_button.hip
  4. Slow down rbd After Cache

    How could I forget about the time blend.... Thank you Atom.
  5. Slow down rbd After Cache

    Hello, I am trying to slow down a simulation after I cache it out using a timewarp. If I use the timewarp right after the dop import, it works fine. But if I use the same timewarp after I load in the cached rbd sim, it does not work. I will show you my file if anyone wants to take a look. Thank you. RBD_slowdown.hip
  6. pop advect stopping at bound

    Hey ejr. Thank you, this works!. Definitely is a good starting point !Appreciate the help
  7. pop advect stopping at bound

    Hello, I have points that are being advected by my smoke sim. The problem is the points end up stopping where the bound of the smoke simulation ends. This obviously makes sense since there is no velocity beyond the bounding regions of the smoke sim. But how can I continue the velocity in a smart way beyond the bounds of the smoke sim? . I know that I can add extra forces to the particle network but that tends to make the whole simulation look different and it breaks up that nice advection. Any advice would be greatly appreciated. I will attach my scene file for anyone that wants to take a look. Thank you. popadvect_stopping.hip
  8. pop advect stopping at bound

    anyone have any tips? doesnt seem to be working to well..
  9. pop advect stopping at bound

    Thanks ejr. I tried to do exactly that by calculating the distance from the particles to the edge of a box which represents the bounding box of the pyro sim. Then I remapped the distance attribute from 1-0 and remapped that to the velocity blend. It did not work as expected but I feel like I'm moving in the right direction. Going to look at it tomorrow. I'll attach my scene file to show you what I did. popadvect_stopping.hip
  10. pop advect stopping at bound

    @garf Thanks but I already tried this. It technically works but it also loses a lot of the swirling detail that I was trying to achieve in the first place. @ejr32123 Hmm.I set it to repeat, which repeats it from the bottom of my fluid container. I am not sure How I am supposed to apply this velocity to my particle sim. My actual scene has a very high resolution pyro sim that took a really long time to cache out. I am trying to advect points through this pyro sim without it getting stuck. If I use repeat , not only do I have to cache out my pyro sim again, it just repeats it from one end of the fluid container but the velocity still stays within the bounds. I am trying to extend the velocity outside of the bounds in some way. Maybe I am not applying this method correctly? Appreciate the help. Thanks guys
  11. hello, I am trying to copy a relative reference but only keep the path and not the value. For example. if i paste `chs("/obj/EXP/dopnet1/pyrosolver1/turb_swirl_size")` then obviously it will return the value of that parameter. However, I am trying to procedurally paste this relative reference but only keep the path so that it does not return the value. So basically : /obj/EXP/dopnet1/pyrosolver1/turb_swirl_size I am setting up a wedging system and want to make things as easy as possible without having to go in and manually write out paths. Is it possible to use the relative reference but to somehow remove the `chs` part procedurally? but maybe I am thinking about this wrong. Thank you.
  12. Polyreduce losing fracture pieces

    Hello, So i have a fractured object that I am trying to create a low resolution proxy using the polyreduce. It works fine except that after I use the polyreduce inside the foreach it loses some small pieces . I need to have the exact same amount of pieces after I use the polyreduce so that it matches the high resolution object. My high resolution fracture has 359 points after I pack it. and my proxy has 353 pieces after I run the polyreduce on it and pack it. I tried playing around with the setting on the polyreduce but it doesn't work...even tried to use the reference mesh input. Not sure I understand this fully... if anyone can take a look that would be amazing. Thank you. polyreduce_losing_pieces.hip
  13. switching to glue

    Hello, I am trying to switch from a Hard constraint to a Glue constraint which I have successfully done. However I am trying to switch to the glue constraint only for the pieces that are broken. I know bullet automatically creates a broken group so I am using this information in a sop solver like this: if(s@constraint_name=="Hard"){ if(f@force>400 || f@angle>.1){ i@group_broken=1; }} else{ i@group_broken=0; } Then in another primitive wrangle: if(@Frame>31){ s@constraint_name="glue"; s@constraint_type="all"; f@strength*=-1; } Now this actually works ... however the glue constraint is rebuilding and connecting back to the unbroken group which means it is freezing in mid air ( I am aware i set my strength to -1). How can I tell it to only rebuild the glue constraint only in the broken group and not connect anything back to the unbroken group. The goal is to break the wall and maintain a large dent as it breaks. I have been trying to figure out a solution for a few days now..any help would be greatly appreciated.I will attach my scene file for anyone that wants to take a look. Thank you switch_to_glue_from_broken.hipnc
  14. switching to glue

    Hey Noobini, I am trying to achieve bending/ large denting to my wall while staying dented as it falls to the ground... So the -1 strength is so that the wall deforms by the hard constraint and then stays deformed after a certain condition in this case , if Frame>31 then switch to Glue with negative value. (Should be a frame 26 actually) If I set my strength to 0 then the glue will eventually break and not hold my deformation. It is working fine...The only problem is that I only want the glue constraint to rebuild on the part that is broken (top half of the wall) and not the static part. Even if I set the wrangle to the broken group , it will not work.
  15. switching to glue

    Hi Viktor. I went through that thread a few times and all the scene files. I am not trying to do anything overly sophisticated or advanced like what they are doing, I just need to know how I can rebuild the glue constraint network only in the broken group without it connected back to my static unbroken group. I was trying to work with the "@next_constraint_name" attribute that bullet recognizes but i havn't had any luck with that either... would love to get any tips.
  16. visualization vs pyro shader

    Hello, I have a pyro simulation ...I achieved a very specific look in dops using the volume visualization tools in the smoke object... When I go to render it with the pyro shader, everything changes and I have to achieve that specific look all over again . But it seems as if the pyro shader has different parameters names that correspond to the fields. and I am not able to copy my settings from the volume visualization to the pyro... For Example: In the Pyro Visualization there is the Emission tab with the Emission Field and the Emission Color Field. In the Pyro Shader there is the Fire Intensity Field and the Fire temperature Field tab..but then there is also the Temp>Color Mapping options under the General Tab So.. what I want to know is which paramaters in the volume visualization correspond with the Pyro Shader? It seems as if whatever I do is giving me different results in the render and it is not matching up with my original volume visualization. If there is a way to sync up the visualization settings to the pyro shader that would be amazing. That is not my actual scene in the screenshot I posted, just want to show what I am trying to understand.. Any information would be greatly appreciated.
  17. Meteor fx

    disturb your smoke by velocity
  18. Color Growth based on age

    thanks noobini. this works
  19. Color Growth based on age

    Hello, I am trying to create some color propagation based on the particles age. Originally I was animating an attrib transfer inside a solver but that obviously creates popping results. I figured that if I can use the age attribute from my particles to drive the attribute transfer "distance threshold" , it would solver my problem..But Once again, it is never that easy. I also tried using the pcfind method in vops and multiplying the age and plugging that into the radius..but still not working. I'll attach my scene file for anyone that wants to take a look. Thank you infecting based on age.hip
  20. Color Growth based on age

  21. simple if statement not working

    Hello, I am trying to do a very simple if statement where I delete a point after a certain frame. I have a point, i put down a timeshift to get the frame I want to delete after, and then put a wrangle like this: if(@Frame<chi("FrameNumber")){ removepoint(0,@ptnum); } What I thought this was saying was "if the current frame number is greater than this value then delete the points coming from the first input ?? But this does not work . Can I anyone explain whats going on here? I will attach my scene file for anyone that wants to take a look. Thank you. simple_if_statement_deleting.hip
  22. clustering and merging fuel

    Never mind i got it!
  23. clustering and merging fuel

    Hello, I have a fire simulation with a constant fuel value of 1. Now, i want to randomize the flame height on the same emitter so that there is a clear distinction that there are bigger fires and smaller ones. My solution is to add in additional fuel that is remapped by a cluster attribute. I would like to know if there is a better way of doing this or if this is the way to go. I don't seem to be getting very noticeable results either. I am also not sure if I am merging in my fuel properly... I am using a volume mix in this case Any tips would be greatly appreciated. I will attach my scene file for anyone that wants to take a look. Thank you. clustering fuel.hip
  24. simple if statement not working

    your absolutely right. can't believe I forgot to break the expression on the time shift. It was always moving..thanks guys.
  25. clustering and merging fuel

    Hi fencer , Thank you for the file. This works well in terms of merging the fuel. I was wondering if there was a way to properly randomize chunks of fuel with different values in a more procedural way. This is why I was going with the clustering option. However Clustering obviously gives an ugly voronoi pattern. I was wondering if there was a way to do this through a turbulent noise so that it is more broken up and it is more procedural. I did something like this after I applied the noise: f@fuel=fit01(@fuel,0,10); f@fuel=rint(@fuel); However this creates some values to be different still within the area that I want to be all one value. I will attach an image and scene file to show what I mean. Appreciate the help! Clustering_fuel_v2.hip