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Everything posted by Sepu

  1. RBD Hold active attribute

    set up the active attrib in sops to 0 then just update what needs to be active=1 inside the sop solver. When you are inside the sop solver that is running each timestep so you are overriding the active attrib. hold_active_att.hip
  2. How to render pyro in RedShift?

    a few thing you need to do to render -Make sure you have the lights contributing to the volume -Be sure that you have a volume shader connected to an output -Make sure that you are using the correct channels from the pyro output -Play with the advanced tab and remap your values if you need to -If you are using the pyropostprocess delete the shop_material (however I can remember if that was introduced in 18 or 18.5) That should do it theoracally Other than that upload a .hip would be easier to see what is happening.
  3. houdini redshift AOV output

    drop an AOV node or use the AOV from the ROP then you choose the aovs that you want or use the custom to grab stuff from RSusercolordata, make sure that the names match in the rop and customaov
  4. Flip invert mask

    Make sure you are using a fog vdb instead.
  5. How to use vellum with falloffs?

    What do you mean by activating? do you want to use falloff to drive forces or constraints? Depending on what you want you need to use the falloff in pts or primitives. Here is a simple example of animating the falloff to drive a force. falloffDrivingForce.hip
  6. That's just a limitation of RS, you gotta use the area size inside the light properties. Another option is to create your own python state for it.
  7. Like this. normaldirection.hipnc
  8. promote your normals from vertex to point, that should do it. CopyToPoint_Normal.hip
  9. Collision between Vellum and RBD issue...

    Vellum + RBD do not talk to each other by default. You can "fake" it and make it work there is a thread here in odforce about it. Or you could try the shapematch constraint that mimics/similar an RBD behavior, you have to .499 to use it. https://www.sidefx.com/docs/houdini/nodes/sop/vellumconstraints.html
  10. grouping new points

    use setpointgroup function
  11. What you could do is explore Bifrost, which will read attributes coming from Houdini then you will need to transfer those into something that BF understands. However you will have to export and abc if you are using redshift as render engine, but you will have control in Maya. If use Arnold you can keep everything procedural.
  12. How can I add a line?

    Here is one way sample_test.hipnc
  13. without looking at the file is tough to say. But I would suggest bringing the alembic into Bifrost and render from there. BF should be able to read data.
  14. Another option is to bring the data/pts into Maya through Bifrost Graph and convert the pts into locators there.
  15. The material SOP allows you to apply different materials to different groups. The user_color_data or point_Attribute allows you to use attributes to materials such as Cd, etc.
  16. Pop Network

    You can either use a pop spin or pop torque here is an example. particleRot.hip
  17. Split the grid

    Use the `labs_lot_subdivision` tool
  18. Morphing Geometry

    Look at "vdb morph sdf" That should work.
  19. kill by velocity

    You can kill them based on the speed of the particles which based of the length of the velocity vector. if(length(v@v) < chf("threshold")) removepoint(0, i@id);
  20. random particle detach from surface

    Have a look at this is basically the same. You can attrib transfer or just noise that goes from black to white, there are many different ways to do the same thing. The important thing is to have the pop wrangle getting the attribute into DOPs.
  21. Vellum - updating wind per frame

    The wrangle that you have in the sop version needs to be "first context geometry" instead of myself since you are updating the attrib every timestep. Also, make sure that you are using the same cloth constraint in both solvers.
  22. Rendering Deep AOV with Redshift

    Just in case Deep only support objID, depth, and volumes for now, for volumes you need 3.0.32 and up.
  23. Object is not showed up

    You need to delete the material that comes with the new pyro solver. SmokeBlock.hipnc
  24. Exporting Fur from Houdini to Maya (Redshift)

    Sure here you go Guy_v001.ma