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vicvvsh last won the day on October 5 2019

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About vicvvsh

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    Victor Sh
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  1. texture getting applied upside down

    Hello and welcome to odforce. First you should unpack geometry before applying uv. Some pieces you packed twice somewhere, therefore set iterations to 2. Second, reverse x or y component of scale parameter for normal look of texture.
  2. Hi, in this file a quick example how to use for-each and time shift for randomization instances of cached pyro. pyro_offset.hipnc
  3. Pyro Adding Turbulence based on VEL field

    Hi, control field should be a scalar. Here there is the video how to use vector field as vel for control turbulence, disturbance, confinement and so forth
  4. I don't remember what exactly i did, this was more then one year ago. I copied "rotate_upvectors" attribute vop, cleaned it up and added a checkbox, that's it. How it works? If i understood your question correctly it just multiplying rotation angle value to first component of @uv, which has value from 0 to 1. Then we multiply v@upvector by matrix which we are getting within rotate vop.
  5. ../../AutoDopNetwork:pyro/vel/Visualization Write this string in an object merge sop and you get the same.
  6. Yes vel_vis.hipnc Are constraints guides invisible? Check if the "Show Guide Geometry" parameter of constraint network dop turn on
  7. Look at constraints' dop data with name "Visualization" for this constraints_vis.hipnc
  8. Hi. you should use for each point loop with copy to points sop and in the timeshift sop write point() expression to get your "offset" attribute. As number of point in this case will be number of loop iteration. Time_Shift_Random_v002_01.hipnc And thanks to toadstorm we have this nice blog's page: A Long-Winded Guide to Houdini Instancing
  9. You can use attribute transfer sop or attribute expression sop for this get_mat.hipnc
  10. instance in houdini

    Hi, set @pscale inside popnet with POP Property dop. copy to points_01.hipnc
  11. I'm not an expert, it is viewport representation artifacts, i guess. Maybe if to set 'Volume Quality' to 'High' in viewport Display Option it will remove this.
  12. Yes, you can do it with a partition sop emitter_01.hiplc
  13. Try this sweep_rain.hipnc
  14. Boolean shatter troubleshoot - failed

    Hi, the problem is that this original piece is not watertight geometry, look carefully at it. Find the causes of this in first fracturing and fix them.
  15. Vertex Point Order Issue

    Hi, it's hart to tell without a scene, try two sort sops consequentially inside for-each loop: 1. sort primitives by Y axis or others axes 2. sort points by vertex order and see what will happen.