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About Mohanpugaz

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  • Birthday 11/25/1993

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    Nuke Houdini

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  1. It works great, but im not getting why should we need to update the mass. If not updating mass pin is not working.
  2. Here is my simple setup if someone still want it. https://www.dropbox.com/s/b1enflqodil966b/H_S_005_fracture_deforming_object.hipnc?dl=0 Thanks
  3. Vellum cloth preset settings

    I agree . It would be great and very helpful if we have good pre-sets in the cloth configure to start with. Its quite hard to iterate a lot to find best suitable values as per needs.
  4. vex - arrays

    Hi konstatin magnus,i never thought of numpy, Ill give a try in python thanks for the idea. Thanks for the help
  5. vex - arrays

    Thank you very much vtrvtr. I think should be enough for my purposes.
  6. vex - arrays

    Hi Guys, I am wondering if there is any way in vex to compare between two arrays to get the difference. Please let me know is there any way to do this, below is what I am trying to do s[]@attribsA = detailintrinsic(0, "pointattributes"); s[]@attribsB = detailintrinsic(1, "pointattributes"); s[]@AB = @attribsA - @attribsB; //need mismatched attributes in a s[]@BA = @attribsB - @attribsA; //need mismatched attributes in b Thanks a lot in advance!
  7. How to create a spiral curve in SOP?

    vex version create attribute wrangle , connect nothing run over > detail(only once) add below code //create parameters; float turns = ch("turns"); float length = ch("length"); int count = chi("point_count"); vector pos; float mask; float rad; float radRamp; float radmult = ch("rad"); pos = 0; for (int n; n<count ; n++){ mask = (n/float(count)); radRamp = chramp("radius_ramp",mask); radRamp = fit(radRamp,0,count,0,1); rad = radRamp * radmult * 1000; pos = set(sin(mask*turns)*rad,-cos(mask*turns)*rad,mask*length); addpoint(0,pos); } create add sop set to polygon > by group Thanks!
  8. Chamfering curve points in Houdini?

    updating this for new people searching for this topic. Poly bevel will work on the curves and we need to set the group type to point explicitly rather than keeping it in guess from group even we dont want to specify any groups. Thanks poly bevel tutorial from sidefx https://www.sidefx.com/tutorials/point-beveling/
  9. RBD fracture - id per set of constrained pieces

    Thanks for reply, I want unique id for each group of constrained pieces not an attr for pieces which are still constrained. Lets say i want to apply a random color for each bundle. Ill post an example once im back to my PC. Im trying to do cheap softbody tearing using RBDs.
  10. Hi guys, Im doing a simple fracture sim with rbdpacked object and constraint network and breaking few constraints dynamically. so endup with clusters of pieces as usual. Is there any way to get an id attr per set of pieces constrained together after the sim? Thanks in advance.
  11. sorry I read that full thread that is not what I want , can somebody help me?
  12. ofcourse the position is stored in P even there is no values in packfulltransform, but I dont know where does the rotation goes after I packed it.
  13. Hi all Im having a big confusion about packed primitive. Lets say I have an animated and packed sphere. when I check in primitive intrinsic It is having the packfulltransform info, But if I convert it to polygons and pack it again then the packfulltransform info gets ident matrix and no animating values but still the mesh is animating. My question is where does houdini stores the transform info after the animated mesh is packed. I hope it is some what clear. packFullTransform.hip
  14. Hi Everyone, Basically what Im trying to do is stick some scattered points on road to a tyre object using XYZ dist and prim uv. I am having static and moving tyre then I subtract the point position of one with the other to get the difference in the movement and exported that as @d attribute, Now on the scattered points Im searching the closest primitive of the tyre using XYZdist Then I'm extracting the @d from that primitive using primitiveAttribute VOP (primuv) and add it to the @P of the points . So it get the movement of the tyre. What I get is only the points which are near to the tyre on its initial frame are getting sticked. Can some one please give me an Idea how to do this.. I know we can do this easily with POPs Im doing this only to learn more vex. Thank you in advance.