Jump to content

Mohanpugaz

Members
  • Content count

    12
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Mohanpugaz

  • Rank
    Peon
  • Birthday 11/25/1993

Personal Information

  • Name
    Mohan
  • Location
    India
  • Interests
    Nuke Houdini

Recent Profile Visitors

724 profile views
  1. 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!
  2. 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/
  3. 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.
  4. 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.
  5. sorry I read that full thread that is not what I want , can somebody help me?
  6. 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.
  7. 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
  8. 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.
  9. Rigid Body And Wire....CONSTRAINTS!....

    I got some helpfull reply from here https://www.sidefx.com/forum/topic/47570/?page=1#post-214026 Hope It will be helpfull for someone else too.. I would like to thank Matt for his help.
  10. I am trying to create a simple scene where balloons are tied together to an object using wires.(like in the movie “UP”).. Im having balloons as packed RBD object and the parent point(where balloons are tied) as a separate rbd object. and having wires also into the DOPnetwork as wire object.. Initially I dint simulate the wires but used the wire lines as a constriant network from SOP and made a spring constraint between balloons and parent using the wires as a constraint net, And It worked Perfectly. Now I am turning the wires into wire object and trying to constraint the top of the wire to the balloons and bottom to the parent object, I am having matching @anchor_ids on wires and balloons.. But It doesnt work properly. If someone can explain how to constraint wires with rbd , It will be very helpfull for me.. And if someone already have a scene file for related to this please share it , Thanks a lot in advance..
  11. Hello all, I am creating a digital asset , and want to set default values for the parameters I can set default values manually for each of the parameters but it will be very useful if there is any way to query the current values of the parameters and set that as default value,hope someone will help me.. Thanks..
×