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markingleukc last won the day on July 9 2019

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  1. You can use this code in your switch. Currently you're using the loop iteration in the switch, but the point/loop order changes as new points come in so it's different each frame. By referencing each point's id attribute when selecting the object it instances you can keep them constant throughout. Hope it this makes sense. Adjust the max fit value (currently 1) to account for more instance objects fit01(rand(point("../foreach_begin1/", 0, "id", 0)), 0, 1)
  2. Bake parameters into render or flipbook?

    The vm_image_comment is on the mantra node by default so technically it belongs there. You have to render from the mantra node (not just flipbook) to display the comment.
  3. Pivot at the bottom of an object

    Write this into your pivot translate to get the minimum y position of the input geo: bbox(opinputpath(".", 0), D_YMIN) opinputpath(".", 0) gets the path of the first input of the current node. https://www.sidefx.com/docs/houdini/expressions/opinputpath.html bbox() returns the bounding box info of a node, in this case we want to use "D_YMIN" to get the minimum y position. https://www.sidefx.com/docs/houdini/expressions/bbox.html edit: forgot to add the centroid expressions for the x and z values, see Tomas' reply below
  4. Modify an existing group

    Does this help? Click the arrow next to the base group parameter deselect the edges using ctrl hit enter (in viewport) when done
  5. Unbound particles to velocity field ?

    The air resistance on the advect by volume pop was turned up to 150. This acts as a drag to keep the particles within the velocity field and prevent them from flying off. You'd have to turn this down for the particles to break free from the vel field - it's a balancing act to keep them revolving around the torus. Also this air resistance acts on the particles regardless of if they're inheriting any velocity from the volume. So you'll need to remove this air resistance force on any particles which are not within reach of the velocity field. I've done this by using a pop group and a bounding box area. velField_gravity_fix.hipnc
  6. Import Records into PopNet

    Seems like you can. By setting the pop solver to add 'impact data' instead of hit attributes. And set the Data Path and Record on the Dop Import Records node to 'Impacts'. When you're working with a new node and you're not sure exactly how to use it, always check the help documentation. In this case there was an example scene which helped a lot. https://www.sidefx.com/docs/houdini/nodes/sop/dopimportrecords.html dop_import_records.hipnc
  7. Import Records into PopNet

    Enable hit attributes in the pop solver, and isolate the points with collision data at SOP level? impact_records_fix.hipnc
  8. Particles not emitting along vector attribute ?

    To have them flowing around the torus you'd be better off using 'advect from volume'. This way your particle's velocities are constantly being updated, rather than just inherited at the start like in your previous setup. particles_advect_by_volume.hipnc
  9. Bake parameters into render or flipbook?

    This should be what you're looking for. Add the viewport comment render parameter to a camera, and flipbook as you would normally. Channel reference the attribute(s) you want displayed within backticks. Example file of mine attached! flipbook_comment_v001.hip
  10. selecting acute points by angle threshold

    Does it have to be a VEX solution? Because you can measure the curvature of each point using the measure SOP and come to the same conclusion. In the measure node: set the element type to points, and measure to curvature. Then you can isolate the pointy points with a point wrangle and setting a threshold value: if(@curvature > 2.5){ i@pointy = 1; }
  11. TOPs video mosaic for simulations

    Haven't used PDG yet myself, but from what I understand the generate_contact_sheet is an imagemagick node set to montage. And the gather_matching_frames would be a partitionbyframe node to make sure the mosaic renders the animations in sync. Check out Entagma's PDG series, part 1b specifically for creating mosaics.
  12. Floating Fountain

    A passion project re-using footage shot a few years ago. The water is split into two sims: the first covering the sphere and the downward stream, the other filling the basin and overflowing around the sides. A total of over 7 million particles make up the fluid sim. Software used: Houdini Redshift Nuke
  13. CacheIt -- HDA

    Nice! I have made a similar kind of thing for myself. Something I included was adding 'metadata' as detail attributes to help identify caches easier than just their version number. Definitely helps when your client asks you to revert back a few versions to one they liked earlier! Maybe you could add this in too?
  14. Floating Fountain WIP

    I've been remaking this old shot I had worked on 3.5 years ago, taking the old footage/files and completely reworking the sim, render and comp. Feedback welcome
  15. Fragrance FX spot

    The reassembly was a reverse particle sim. I didn’t use packed rbd because collisions weren’t a priority and I needed to keep things simple. Each particle represented a fractured piece and the transforms of the particles were applied to the pieces after the sim.