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Everything posted by Homer0

  1. Redshift attributes

    Found it, it works perfectly. I know i could pre-fit but i'm trying to discover as mush as i can with Redshift, so... ^^ thanks a lot for the help!
  2. Redshift attributes

    Hi all, i'm giving a try to Redshift, but i'm facing a problem: There's any way to use the Cd attribute from my model to control the color of a Redshift material? I found the Rohan Dalvi tutorial and it's great, but that's with particle via the ParticleLookUp node. I can't find a way to make this thing work with a mesh.... Thanks in advance ^^
  3. Redshift attributes

    Awesome, it's working! Thanks a lot As last thing to betterl control the result, is there a Fit Range equivalent node in Redshift for the material?
  4. Hi all, i'm trying to create a primitive group based on the size of geometry primitives. In old version of Houdini, i recall i could use a Group sop, set it by Expression and use this: length($SIZEX,$SIZEY,$SIZEZ) > V ; where V is the size value to filter with. Now in houdini 16 i have to use the GroupExpression sop, but it can read only vex, and i'm having trouble with it. I found in the help file that there still is a Length (vector) function, so i tried this: length (@size.x,@size.y,@size.z) > V, but it doesn't seems to work... any advice on how to solve this?
  5. Group by primitive size

    i tried that, it works too ^^
  6. Group by primitive size

    ok maybe i solved it; instead of using the GroupExpression node i used an attributeWrangle with: v@min = {0.0, 0.0, 0.0 }; v@max = {0.0, 0.0, 0.0 }; getbbox(@min,@max); v@size = @max - @min; f@tsize = @size.x + @size.y + @size.z; and AFTER that, i used the groupExpression node with: @tsize > X where X is the value i want to filter with I could create the group in the wrangle itself, but i found more confortable the group node cause it highlights whatever is inside the group. It seems to work now, but if you have other ways it's always good to know ^^
  7. Polyextrude Distance Scale

    Hi all, i've purchased the Helloluxx training "Tea and Cookies", and i've encountered a problem with the Polyextrude, since the course was made in Houdini 13, when you could use local variables in the parameters. Problem is, if i try to drive the extrusion distance based on the object color, it works only if the "Divide into" is set to Individual components; which in my case is not usefull (i'm doing a tea spoon, trying to give it an extrusion higher in the handle than in the tip). Any workaround for this issue? Thanks ^^
  8. Polyextrude Distance Scale

    I see. Thanks a lot for all the info ^^
  9. Polyextrude Distance Scale

    Yep, now it works. Another solution that a user suggested on another forum was to use Displace Along Normal vop, tried that and basically it's the same ^^ Btw, i'm trying to undestard the VEX stuff, but i couldn't find a list of parameter to use. I searched in the help with no luck. Is there somewhere a list with all the parameters like @P , @N, @Cd, etc.? Also i noticed, in your expression, that the + makes all the difference, correct me if i'm wrong: @P.y = @N.y * @Cd.r; = the Y position is egual to the Y normal multiplied for the red color channel @P.y += @N.y * @Cd.r; = the Y position is egual to the Y normal multiplied for the red color channel, added to the current Y position
  10. Polyextrude Distance Scale

    unfortunately it doesn't work. As i said, it works good when the geometry Y is located on Y=0. If you have a geometry with some point above 0 and others below; this methos flattens everything to Y=0 before it starts. The solution would be to move the Point position along their normal, adding the value to the existing position; but sadly i don't know how to do such a thing. Here's the scene: Spoon.hipnc
  11. Hi all, i've a question about the Copy SOP. Let's say i've a simple Box, plugged into a Copy with a curve as second input. It copy the box along the curve points, and i take care of the orientation with a Polyframe. Now i want the Box to have an incremental rotation on the Z axis every copy. Without a second input, i could manage that with the Rotate of the copy keeping Transform Cumulative turned on; but with a second input plugged in, it doesn't work... any suggestion? Thanks in advance ^^
  12. Rotation with a Copy SOP on curve

    alright, so far i got it how to stamp the attribute. I created my_rotation, gave it a 20 as value and then, into a transform added on the first input, i wrote in the Rotate Z: stamp("../copy1","my_rotation", 0) The attribute works, but it rotate every instance with the same value, guess it's the Attribute Wrangle part missing, which i suppose i need to tell that every point in the curve have to get a differente value.... EDIT: I finally did it. Since i wanted every instance rotated by 15 degrees, i just put 15*$PT as Value of the Stamp attribute. I probably didn't make myself clear and @Atom thought i needed something more complex ^^
  13. Rotation with a Copy SOP on curve

    wow, thanks but at the current state of my houdini learning this sound way too complicate.
  14. Hi all, i'm experiencing a little issue with my scene. Basically i've some animation on several Gradient nome, done on the position of the colors. They works fine until i close the scene; then when i reopen it, the animation doesn't works. The keyframe are still there, but to make the animation works i've to click on the position slider, even without moving it, just click on it.... Any suggestion if this is simply a bug of 15.5 or something else? Thanks in advance
  15. Gradient animation won't update

    Hi atom, thanks for the answer! The brain is turned on and the AutoUpdate is set to default. I've no Fastforward button in the timeline, just Play and JumpToNextKeyframe. If i hit Play it goes forward in the timeline and then nothing, no message and no blue line. The strange thing is that should be no cache or simulation in this animation, it's just a keyframe animation. The other strange thing is that if i go in my gradient, and just click and move the animated parameter and then hit Ctrl-Z, it restore the entire animation...
  16. A little building colapse

    lol yeah, totally understard XD
  17. A little building colapse

    i like it too. The only thing that looks kinda weird is the orientation of the building accordin the foreground. Unless the building it's already banking when the video starts, of course. But i sucks with "perspective" and all the stuff, i'm just speaking from "eyeballing" ^^
  18. How to resume a Flip simulation

    Hi all, i'm just starting to learn Houdini and diving into some Flip simulations; but i encountered a little problem. I found that to cache my simulation i can save the sequence of .bgeo files throught the Import node of ParticleFluid, but let's say i have a very long simulation, how can i run half of it, then stop and finish it in another moment? I found some information about a .sim file, but in Houdini 15 there's no such thing like "Explicit Cache" (probably the command is changed). And more important, with these .sim file, houdini does save the simulation as well the particles? Also, a (probably silly) question: when i import the .bgeo cache in a new scene, it's all grey, with no point coloration based on the velocity; but when i create a digital asset from that cache and i import it in maya with houdini engine, the velocity color comes back. Any change to enable that color in the .bgeo chace in houdini? Thanks in advance ^^
  19. How to resume a Flip simulation

    I tried to create a simple sphere emitting some fluid. If i enable Save Checkpoint and generate my .sim sequence (let's say to frame 49), then i can scrubs between 1 and 49 with no Cook time.
  20. Intro To VOPS in Houdini

    thanks, sounds good to me. ^^
  21. How to resume a Flip simulation

    i'm confused, if you .sim sequence crashed for example at frame 50, the corrupted file shoul be only the last frame, so by loading the cache 1-49 should be fine...
  22. Intro To VOPS in Houdini

    Hi Tim , i'm interested purchasing this course, but first i'd like to know what are the ideal requirements. I mean, it's designed for whose already have a knowledge in some coding language or it explain the basic of Vex and is good for someone who isn't already a coder?
  23. Whitewater simulation

    Hi all, i'm trying to create foam for my fluid simulation. I used the shelf to creare the Whitewater but i'm experiencing some problems. -How can i control the amount of particles generated? I tried with Birth Rate but it affects all the particles; it will be great to control separately the ones on the stream of liquid and the ones during collisions with other object -In the WhitewaterObject there are Surface and Velocity guides but if i enable those nothing change, the help file doens't help in this case; so i was wondering how to visualize those. -I'd like to make 2 differente passes for Foam and Spray (bubbles are not needed), but i noticed that the spray isn't generated form a cached foam...it's normal? I attached a screenshot to show you my situation. The left one is the particle simulation, the right one is the whitewater added to it. As you can see, the whitewater basically cover all the particles and i don't know if it's a regular behaviour Thanks in advance ^^
  24. How to resume a Flip simulation

    awesome thanks ^^ Another couple of questions: -In my last test, i saved my particle cache as .bgeo files, then loaded and used to simulate the Whitewater. As a third step i simulated the Surface. For hdd space purpose (the particles cache took about 300gb), can i directly simulate the surface bypassing the particles and use it to simulate the Whitewater? -In the file attached i've some emitter falling down after a light collision with a mesh and colliding with a Ocean Waves floor. I'm pretty satisfied from the motion and all, but i noticed there are too many splashes after the collision with the floor. I know that since the scale is big (34 meters height) the behaviour is pretty realistic, but i have to get rid of those for artistic purpose. I tried with a Pop Drag node but it kills me the fluid internal movement completely... also tried to 0 the bounce value of the floor but seems that doesn't count for Flip...