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About Rence

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  • Name
    Lawrence Jaeger
  • Location
    Cape Town, South Africa
  1. Thank you so much Ryan! I appreciate the commenting on the code!
  2. Thank you so much for that hip file! I have been through it using the F1 key on each expression to try and understand but it's going over my head a little. I'm sure I'll understand it in the future but if you have some time and if you wouldn't mind, would it be possible to comment on each line of code to explain what it's doing? If not I totally understand and this is already awesome! Will just take a while to sink in. Thanks for the help!
  3. I have attached the hip file. Thanks!! Sort Points.hiplc
  4. Hi guys and gals, I have been sitting with the problem for quite some time and thought it was time to ask some smarter people than myself. I have a geo that I am wanting to run a curve through the middle of. What I have managed to do so far is create points running through the center of the geo but the points are not in order. I need them to run in order to create a line out of the points as I am wanting to generate a gradient along the line from point 0 to the last point. I have attached some screenshots. Any advice would be greatly appreciated! Thanks
  5. Loop Texture

    Thank you so much for this! And thank you for going back and putting the solution to your problem once you solved it
  6. I kinda figured it out, in case someone comes across this and is wanting an answer. If your animation loops, I have realized you need to transition it during that first loop. So what I ended up doing was using two transition graphs and using a time shift and a switch sop, I did the first transition then at a later time, switched to another transition graph and the time shift allowed me to use the first loop and I managed to get this - Transition Graph 1 (A to B), SWITCH SOP at frame "X" to Transition Graph 2(B to C) The time shift just basically shifted to time to the start of the animation loop even though we had passed it in time. This technique could be expanded to as many animations as you'd like I assume. There is probably a better way to do this but it worked for me so I am just posting this here in case someone else needs help
  7. Hi there, I have setup a transition to go from clip A to clip B but I have a third clip that I need to transition into after clip B ends. I'm looking for a way to transition from A to B to C. I am using the Transition Graph to currently go from A to B, it works wonderfully! Any ideas on how to add another transition would be appreciated
  8. Thank you so much Atom! That's exactly what I need! I was on the right track. I had grouped the points that hit but then didn't know what to do, so thank you very much!
  9. Hi there, I am stuck and need some advice. I have particles travelling up and colliding with a collision object, in this case a sphere. The particles stop at place of contact and I am trying to figure out how to get them to keep moving around along the surface of the collision object. Scene file attached! Thanks so much in advance!! Pop Slide.hipnc
  10. Ray node scale input

    Thanks Sean, Yeah it does. I had setup my color wrong in the point vop. I had a white to red ramp instead of a black to red ramp!
  11. Ray node scale input

    Hi guys, I am trying my best to figure this out. I have a ray node and instead of the scale value animating from 0 - 1 and the whole mesh moving at once, I want it to animate from the bottom up. So I added a point sop and added color ($BBY in the red) then I added a pointvop and in there I extracted the red and set it to a ramp parameter and animated the ramp so the color now fills up from the bottom. Then I have the ray node, set to Minimum Distance. I want to enter in an expression into the Scale input that I guess tells the ray sop that where there is color, those points should move to the collision primitive. Is this possible or am I going about this the wrong way?
  12. Hey guys! I have a question about this. Is it possible to use this technique to render out an image sequence? I have a fluid simulation. One fluid interacting with another fluid. Where the meshes blend I am wanting to render out that map. So if I apply a black color to one fluid mesh and a white color to the second mesh and use the attribute transfer technique from Peter Quint, can I render out a black and what map with the blending being grey? I want to use the maps in another package to differentiate between two shaders. Is this possible? Thanks!!
  13. Invert Collision Normals FLIP

    Hi guys, I am relatively new to Houdini and would just like to know if there is a way to fill a mesh with a flip fluid. Now I don't mean a glass (open mesh) I am talking about a closed mesh (block of chocolate) I am wanting to have a source emit the liquid and then "fill" the chocolate square. In Realflow one can Invert Collision Normals to send the fluid through the top of the mesh and then fills up from the bottom. Is there a way to achieve this? I appreciate any help/suggestions!!