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Everything posted by Sepu

  1. Randomly scale down particles with a linear field

  2. You need to do that inside a sop solver in Dops. So your "box" can be read in Dops.
  3. Depending what kind of attribute you are trying to pass to RS, use one of these nodes, (vector, float, etc)
  4. Installing RedShift?

    You need to update The Labs from Sidefx https://www.sidefx.com/products/sidefx-labs/sidefx-labs-tools/
  5. use the bridge sop to connect the 2 polys properly then bevel so is one piece or you can also convert them to Vdbs and back to polys
  6. Installing RedShift?

    Download 3.024 and install the plugin for 532 https://www.redshift3d.com/forums/viewthread/32053/
  7. Installing RedShift?

    There is not an official version for 532 yet out. It should come in the next version - 3.0.25 plus other goodies like OSL Closures. Sidefx changes HDK all the time so they have compiled the plugin because it breaks. However, Juanjo released a version for .532 if you are eager to test. Need to go to the website and download the update.
  8. setting attributes that stick

    You need a sop solver for that.
  9. random rotate top face of polygon?

    You are missing / 2 ch("../tube3/height")/2
  10. scale towards the center of the geometry

    You can use the primitive sop or the transform sop and in there use either centroid function or `$CEX, $CEY, $CEZ`
  11. Mixing animations from Mixamo.com

    Have a look at this from Adam, might help. https://gumroad.com/adamswaab#hsluC
  12. redshift ambient occlusion

    You need to put a name on the custom Aov and it needs to match the name on the ROP.
  13. too slow redshift rendering

    Changed the menu in the task manager from 3D to Cuda and you will see what your card is doing when rendering with RS. RS uses CPU to extract geo plus other things for example like when rendering some Aovs like Crypto.
  14. Mops and Rbd Car

    Another way to do this which it will be faster than deforming since bullet has to compute on every frame. You can use the new extract transform sop, which will give you all the transformations and the output of that is just the pts of your geo. Then you can use the transform pieces to apply the data to your pack geo. You probably won't notice the difference with such a small amount of pieces but when you have a bunch of more data (geo) I would recommend going this route.
  15. Houdini Redshift build advice

    I also would add to get at least 2 graphics cards. 8GB of vram is kind of on the limit but again it depends of what you do. I will get 2 though since 1 on them will eating resources when connected to your monitor.
  16. Creating redshift shader from attribute

    This thread might help you out.
  17. Have a look a this, it might help you out
  18. move houdini particle attribute to maya redshift?

    Export them as RS proxy and that should bring anything that you need and you could override stuff. Another thing that you could as well, is use Bifrost for Maya and export them as .abc
  19. Sim stores a bunch of simulation objects and their data, so then you can continue to simulate later at a given point, is also way heavier on your HDD. So if you aren't planning in using for initial state or such uses like that I would just use .bgeo which is a compact binary format and lighter on your HDD for everything else.
  20. Using mattes in redshift?

    It does work in RS but you have to do an extra step in RS. When you add objects to the force parameter it will enable the `Matte Params From` what I usually do is create a NULL then add the Obj properties in there and enable the Matte and do whatever you need to do there.
  21. Initial particles orientation

    Do the same that you are doing with the scatter, randomize the global seed of the orient attrib @Frame*2244 or something like that.
  22. it works for me in a prim wrangle as you can see I also use the attrib randomize. I use the 2 values distribution so I just get 1 or 0 but you can do whatever you want.
  23. create a prim attrib like `@frizzampscale = rand(@primnum);` before the frizz and then use it where it says `no override` pick the `guide attribute` in the amplitude dropdown. And just reading your question again, you can do this in any of the dropdowns btw.
  24. You do not need to do that. Think in pts. f@pscale (uniform scale) is the attribute that you use to affect the torus that way, and delete the point function in the torus. There is a lot of different attributes that you can give to your pts before the copy to points, which reads these attributes. I would recommend going through this. https://www.sidefx.com/docs/houdini/model/attributes.html
  25. I really do not know what you are trying to do looking at your file. Do you want to do something like this?