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About Digistruct

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  1. getbbox_size - what input does it expect?

    Huge thanks for your help, really appreciate it!
  2. Hey guys, I'm trying to learn VEX a bit more and for an experiment I wanted to do I want to get the bounding box size of the first input in my wrangle node. But I just get an error and don't understand what I've done wrong - any and all help in appreciated! vector getpointbbox_size(0, @ptnum); Thanks, Jack
  3. Switch based on bbox size

    Huge thanks, 3dome!
  4. Hey, I'm curious as to if is is possible to have a switch node change based on the bbox size of the input. Say that if the XSIZE is the largest then it outputs to 1, YSIZE 2, ZSIZE 3. Is this possible and if so, how? Thanks!
  5. POP Stepping

    Hi Step, Big thank you! You were absolutely right, I went back to the default on the solver and upped the substeps on the DOP - and it solved it! (sorry for that one haha) I'll remember the difference, very helpful of you!
  6. POP Stepping

    Hi all! I'm currently sitting with some superbasic POP sims to brush up on everything after a long time away from Houdini. My issue is, as the title depicts, that I have problems with stepping even though - to my knowledge - this scene shouldn't suffer from it. I have three spheres as sources, they don't move at all. The top velocity of the particles peak at about 0.9 in the geometry spreadsheet, it travelled about 1.2 meters in 42 frames, so no extremes velocities exactly (or I am just very uninformed and would love to be enlightened!). I tried every combination of birth jitter in the POP Source and found very little difference, the ones displayed below became the final ones. Attaching images of my solver settins, birth settings and a render. Any and all help would be greatly appreciated! Cheers, Jack
  7. Continue simulation from a certain frame

    Huge thanks for your time and help, guys! It's truly appreciated!
  8. Continue simulation from a certain frame

    Cool, thanks! Is there any way to convert the sim I've already done into .sim or so I need to re-sim it?
  9. Continue simulation from a certain frame

    Hey haggi, Thanks for your response! I will do just this! Quick follow up question: is .sim preferable to .bgeo.sc? Is it just preference or is there any real difference?
  10. Continue simulation from a certain frame

    I can add that I tried with the DOP setting "Start Frame" at both the start and from where I wanted to continue. When it's from the start it simply "finished" the simulation with the rest of the frames being empty at 2kb each. When it's from the previous frame to continue from what was originally described happened.
  11. Hey guys, I'm doing a pyro sim and had to interrupt the simulation before finishing due to needing the computer for other work. Now I wanted to continue the simulation from a certain frame but I've run into trouble. I duplicated on of my .sc files and made it a .sim (maybe this doesn't work?) And tried to continue but it restarts the pyro (from that frame) and just resumes with the current source being fed into it. What is it that I need to do here? Thanks in advance! Cheers, Jack
  12. Dust/Smoke Shockwave

    Hi guys, This is something I've been looking around at for awhile, checking different solutions and testing them out. But I just wanted to check what you guys find to be the most effective way to create a shockwave from f.e. an explosion. Any and all ways are welcome, I'd just like to know what you find works best for you. Cheers, Jack
  13. Involuntary Transparency on HDA's

    Hi Mike, Sorry for the super late answer, completely missed I got an answer. Here's the HDA and an image of the issue (and it's happening on all HDA's, not just this one specifically). Thanks! invisibleWall_HDA.zip
  14. Curve Based Procedural Railway

    Since I've already got this going I figure I might ask about the next issue that popped up! I used the same curves and a skin for base for he planks under the actual rails. It works fine except for when bending the curve since the facet -> primitive that drives them seem to work from a world orientation rather than per normal and therefore the planks melt together when the curve bends 90 degrees. Also, if any of you know of any good sources to learn about procedural modeling then I'd love to know about them. Thanks again!
  15. Involuntary Transparency on HDA's

    Hi guys, I'm trying to learn how to make HDA's for games and specifically UE4 right now. I've made some simple assets with a varied level of success, but they've all had the same issue in common. All the assets I bring in have either a lower transparency on the surface closest to the camera/player (objects with thickness) or is being clipped in half from the point of view as if the near clipping plane is super high ( open objects without thickness f.e. a tube). Any help on getting to the bottom of this issue would be greatly appreciated! Thanks, Jack