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vicvvsh last won the day on February 5

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About vicvvsh

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    Victor Sh
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  1. Hello 1. You can use a VDB Reshape SDF and maybe a VDB Smooth SDF nodes between vdbfrompolygons1 and vdbconvert1. 2. In this case you can just use second solver sop. Copy-past solver sop that you already have in the scene and plug in small vein to first input and output from solver1 to second input of the second solver. Then merge it.
  2. Fracture parts don't fall down

    Hello, bypass the groundplane1 in DOP or move it down. It's inside the grid_object1 geometry right now.
  3. For simple cases you can use an Attribute Randomize SOP.
  4. Help with multi solver

    Hi, have a look at this topic
  5. Hard Constraint Unknown Behaviour

    It works if you animate geometry after assemble sop, set Initial Object Type parameter to Create Animated Static Object in RBD Packed Object and set Constraint Force Mixing from 0 to 1 value in Hard Constraint Relationship dop. HC_Problem_01.hipnc
  6. Parenting sim to an animated alembic geo

    Hi, you can use an Alembic Xform object node for this.
  7. Hi, look at this, it should help you
  8. Read float point attributes as strings?

    Yes, correct is `round(point("../line1", 0, "P", 0) * 1000)` it helps you: http://www.sidefx.com/docs/houdini/expressions/point.html
  9. Read float point attributes as strings?

    Hello, yes this is possible attr_value_to_font.hipnc
  10. Scatter on geometry only on Y-Axis

    I wouldn't say that it not procedural because all groups created procedurally ... but it's up to you Another example without a single group P.S. there is one group actually ) scatter_on_top_02.hipnc
  11. Scatter on geometry only on Y-Axis

    Hello You can create point group of circle before copy to points then after skin promote point group to primitive. After boolean this group has to project to the box geometry. Use this group for scatter. See the hip, I hope this helps you. scatter_on_top.hipnc
  12. Looks the same for me. I wouldn't change Houdini unit length but place a transform sop at the end of the node network and adjust uniform scale. I think it is not at Houdini side. Try import your obj file into Maya, 3dsmax or somewhere and see what will happen.
  13. debris source trails

    Or you can turn Cache Simulation on in the DOP Network SOP
  14. [SOLVED] [VEX] point() function returning "old" value

    When we read attribute with point() we read it from input number which on the first place in the function and this attribute not modified yet. When we read with @P then if it was changed in the wrangle code we get new value.