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Everything posted by Sepu

  1. Take a look at this guide https://www.sidefx.com/docs/houdini/ref/cameralenses.html
  2. You could use the insert function
  3. Great to have it back - I like this new theme
  4. https://animatrix2k7.gumroad.com/l/fxsup
  5. You can use the particle age attribute and divide it by the time increment. i@myattrib = floor(@age/@Timeinc);
  6. Grab the bottom of your geo, group it, or blast it then you can ray it onto the collision geometry (the sphere in this case), then use Point Deform which will wrap it into position.
  7. if you look at the second screenshot your ramp has a value of zero. Play with it outside of the VOP network.
  8. You can do vector h = point(1, "P", @ptnum); f@height = h.y; or with opinput f@height = v@opinput1_P.y;
  9. Sepu


    by default, the flip solver has age off so you have to turn it on by checking this box. viscous_flip.hipnc
  10. is because the find shortest path is killing the attributes needed by the attrib interpolate so just use the attrib transfer them after the find shortest path node.
  11. you were overcomplicating the setup. Don't need to ctp, etc the path deform takes care of that. Pathdeform.hip
  12. Not sure exactly what you mean, you have a screenshot here showing some track footage and an image plane. You can move the image plane in space with the depth setting in Maya. Is that what you want? moving the image plane in Z?
  13. You can use the emission attrib for that. Or you could scatter pts and use the density attrib and then just emit from those. Different ways to accomplish the same
  14. Do not need anything of that anymore btw. Just use Bifrost Graph and export them as pts from H. It will bring all attributes, etc.
  15. Working fine here .589. Try this package 00_Redshift.json
  16. Play with the settings to get what you need
  17. Not sure what you mean exactly by influencing the vertices? something like this? curvemask.hip
  18. I highly recommend watching this so you understand and he shares some nice tricks.
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