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vicvvsh

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Everything posted by vicvvsh

  1. In file two versions - geo_v1 and geo_v2. Try it, maybe this is what you are looking for Recursivetest_01.hipnc
  2. Maybe I can't completely understand what you are trying to achieve. I did simple test: created float attribute before for-each loop equal 100.0 , at each iteration took a square root and added it to result of previous iteration. It works as expected, it accumulate values of attribute at each step, I've got 110, 120.488, 131.465, 142.931, 154.886... and so on. I did not use solver sop at all.
  3. Hi, is an income value of attribute not changing through the loop iteration, isn't it? If so, why not just to add incoming attribute at each iteration? RecursiveSolver_01.hipnc
  4. Hi, i know two ways to make it works, it may be more though: 1. Inside Animation Editor there is "Function" drop down menu at the bottom of the window. Select segment of animation curve and choose "linear()" 2. Inside Parameter tab - toggle animated parameter with LMB and you can see function type of animation curve ("bezier()" by default). You can set time slider between two keyframes and in field of animated parameter type "linear()". This change type of animation curve on segment between two keyframes.
  5. Try this expression: `opname("..")` Edit: No, it"s wrong, this expression does not work in this field Edit_2: This is one of possible solutions: https://www.sidefx.com/docs/houdini17.5/hom/locations.html#node_event_files You should create folder "sop" in your "$HOUDINI_USER_PREF_DIR/scripts" directory, and "object_merge_OnCreated.py" file in that folder: n = kwargs["node"] parent_name = n.parent().name() n.setName(parent_name, unique_name=True) This will be rename object merge node on creation with name of it parent object node. Disadvantage is that each new object merge node will be rename. Maybe there is more convenient way, i don't know.
  6. Output Constraints?

    Hi, yes it's possible
  7. Hi, go to menu Assets, then Asset Manager (or RMB on an asset in Network View -> Show in Asset Manager), tab Configuration, drop down menu "Asset Bar"
  8. light on/off timing settings

    Hi, yes it's possible. You can use value of attributes from SOP. See simple example i attached. I've animated parameters Enable and Color of Light object. Click RMB on parameter Enable: Expression -> Edit Expression and you can see an expression. You can use CHOP for this also. light_control.hipnc
  9. Rendering glass in mantra

    Hi Evan, maybe this tutorial helps you
  10. Hi, increase Reytracing Bias parameter in Shading tab of Mantra ROP, something to 0.01. Don't ask me why, i only know what the help says.
  11. 2 sided shader with bump not working

    Hi, if you want two side material with bumped metal on one side and glossy plastic on the other, i presume it is the best choice to use bump instead of displacement, because displacement has influence to all geometry. Here two pictures: first with displacement, second with bump. Principled shader does not have ability to use noise for bump by default. You can change a shader and use "noise displacement bump" tab to control bump. See hip. 2Sided_01.hipnc
  12. How find "Cracked Edge" ?

    Hi, Group SOP, Group Type - edges, -> Include by Edges, Shared Edges. Then color group as you like.
  13. render time displacement by UV values

    Hey Janis, did you try to use your points as point cloud instead of transfer a value from scattered points to uv? You can save these points on a disk and read desired value from them inside a shader. I don't know if it is possible in Redshift though.
  14. Infect and spread color in DOPS

    Just copied wrangle form solver SOP into sopsolver DOP. test_07_01.hipnc
  15. Infect and spread color in DOPS

    Hi, it should work. Maybe you did not create "search" parameter or its value equal 0. Hard to tell without scene.
  16. 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.
  17. Hi, in this file a quick example how to use for-each and time shift for randomization instances of cached pyro. pyro_offset.hipnc
  18. 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
  19. 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.
  20. ../../AutoDopNetwork:pyro/vel/Visualization Write this string in an object merge sop and you get the same.
  21. Yes vel_vis.hipnc Are constraints guides invisible? Check if the "Show Guide Geometry" parameter of constraint network dop turn on
  22. Look at constraints' dop data with name "Visualization" for this constraints_vis.hipnc
  23. 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
  24. You can use attribute transfer sop or attribute expression sop for this get_mat.hipnc
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