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  1. For-Each Numbers Node Houdini 17

    if you want to stick to her workflow you can stick to her implementation - also of the vex code - just use detail() instead of stamping and the new setup in the foreach nodes - the major part stays the same
  2. For-Each Numbers Node Houdini 17

    I guess you are talking about the lake house tutorial. There are two things to consider when you setting up the foreach number node to get the same result: first you have to set the method in the foreach_begin node to fetch feedback - to get the last result as input. Second: Instead of the stamp expression you have to use detail expression to access the iteration attribute in ur metadata node: detail("../foreach_count", "iteration", 0) -> this way you get the "id" of every iteration Hope this helps
  3. skin mirrored polygons

    so simple - oh
  4. skin mirrored polygons

    Hi, there is maybe a simple solution for that but after google and houdini forum i found no solution: I mirrored polygons , gave them points ids and connected them in the add sop by attribute (why does the add node create just lines and no polygons - in the polygon tab?! ) - and when i want to skin them - to create a connected mesh i get crossed polygons instead of "caps" on the side. Where is the problem - or the right approach? - Thank You for your help!
  5. FBX export

    The only thing that comes to my mind is to export a json or txt file from houdini with all the points+rotations - and import via script in unity - this way you can add all kinds of attributes - but i guess there is a better option
  6. CloudFX to Pyro

    Hi i created an animated cloud with cloudfx and cloudnoise node. At a specific frame i want to switch to a pyro sim and use the exact same volume as a starting point/and source - to initiate an evolving cloud. (I applied on both the cloud material) Is it possible to append to the cloud the same resolution as the pyro sim and to have no glitches when playing the change from pure cloud sim to pyro sim. What do i have to consider - or what would be the workflow? Thank you for ur help testhip.hiplc
  7. Pop Attractor

    thank you very much for ur answer!
  8. Pop Attractor

    Hi, i want to use the pop attractor so that particles follow along a curve - but somehow they just start at the beginning at the source and go directly to the end of the curve - i resampled the curve and adjusted point attributes but it doesnt change anything. In the attachments you can find the file. Hope you can help me - Thank You attractCurve.hip ps: furthermore in the attractor of the old pop network i had much more possibilities of adjusting attributes: roughness, turublence frequency - where did these options go - or do i have to use a vop pop instead