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Yon last won the day on November 27 2016

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  1. pcopen function clarification

    A volume vop runs over each voxel like a point wrangle runs over each point, It is iterating. and the position of every point is not stored in each iteration by default. The source is the currently processed voxel or point. And you can imagine a radius growing around it that captures points and returns position data into current iteration.
  2. Smoke Suction & Expansion Velocity

    relevant http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pyro_divergence_and_sinks
  3. Read files through a loop

    hey Suraj use a file merge, and put $SLICE where the wedge variable in your filename is and adjust the merge range. e.x $HIP.whatever.wedgevar_1.bgeo = $HIP.whatever.wedgevar_$SLICE.bgeo
  4. Small tablet or laptop for Houdini

    if it is not sims or anything but to reference setups and be small in size as possible you do not need a $1,200 notebook. I have a $250 asus E200 that I travel with and keep on my desk on studio floor. I can open setups and do whatever you would assume. its .98kg (2.1 pounds) and 11'. I wouldn't worry about not being able to see the view port because of a GPU the vast majority of integrated graphics will support and as for a tablet well that's a completely different architecture..
  5. to automate this over x containers is outside the scope of this but look into using a wedge rop, it is not hard this doesn't support collisions as it is procedural, if your really tasked with collisions on 1000 containers with external anim that is a big effect and not a easy to avoid the cost. but it can be done with spring to glue constraints and point deform. A cheap sops collisions could be multiplying invertnormal you will find by distance to collision object. Damage.hip
  6. You do not need a simulated solution, also if there are 1000 containers that would be a poor choice. Make a mask that isolates damaged area. For example a scattered point + attribute transfer and attribute blur for a falloff. Then displace point position by inverse normal + noise * that mask. If your new this may be unfamiliar though..
  7. Use a wedge, it will cache multiple times and change switch value for each see peter quint millions 2 for demo of that
  8. transforming a Vex-built PolyLine

    Just create a point at the same position and displace by normal @P += @N (or multiply) and connect them
  9. Fracturing studs of a house?

  10. Throwing particles in a repeated pattern

    If your emitter is fast enough you would get that naturally with low substeps, or just put a pulse wave chop (motion fx) on the impulse activation. Or a modulus expression
  11. you were missing 1) condition to only run on infected points 2) I cannot infect the point that infected me, which you can get around by changing the target seed by time though there is prob a smarter way by removing infected points @ptnum from the candidate array also to iterate correctly in a solver sop you want to fetch the results from last frame and run over that active infection.hip
  12. Attribute isn't created within Condition ?

    You mean within a loop? Define it outside the loop.
  13. Ripple Fade

    you were dotting with @P.y instead of the up vector u created ripple_example_5.hipnc
  14. Ripple Fade

    yup thats it except im not fitting all the attributes, only the dot of the N and up to 0-1 so it will make a visible difference when we multiply color by it. Because it is returning a narrow range (.995 to 1) as there is not a big difference between the vectors. It also does not fade by time, it is only by the dot - which in this case is basically the difference between N and up, so the further it points away from 0,1,0 the more it is scaled down. You can make this in a VOP pretty easy yea.
  15. Ripple Fade

    vector up = {0,1,0}; float min = ch("Min"); float max = ch("Max"); float dot = dot(up,@N); float threshold = fit(dot,min,max,0,1); @Cd *= threshold; You had the right idea and this is what the dot product does ripple_example_2.hipnc