Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Everything posted by JDee

  1. Vellum Constraints question

    Having some hard time figuring out why Vellum Attach to Geo doesn't pick up tangent/normal to glue it same way as Pin to Animation does by default, any ideas ? Pls check the hip file attached. VellumConstraints.hip
  2. Hi Is there a way to get a random value in ForEachLoop (say between 1 and 0) using iteration number in the loop as a seed for it ?
  3. Hi there, Couldn't get anything working with Number of copies. Can I feed any integer into Copy node as a number of objects (ncy parameter) ? Is is available at all?
  4. Hi Could it be possible to take some transformations on cross section from transform node and have it corresponds with attribute on sweep backbone ? So the Scale value would be same as attrib on the backbone. I know I can have it with skin but sweep needed to go first. Thanks for any thoughts on that. Sweep_section_by_attrib.hip
  5. Sorry Wasn't clear. I think it's a bit tricky but I'm modifying just group of points for the cross section. So it's kinda having multiple sections variants and they should be copied to the path by the sweep node in certain order that corresponds to the attribute on it. So point on the backbone with attribute value 0.1 should fetch a cross-section that has that group of points transformation with the same value 0.1 and so on... I just doubt if that at all out of the sweep node capacity.
  6. Remove shared edges flag in the Divide SOP. But you need to make a loop by piece, or get the pieces splited from voronoi and then weld it back.
  7. Collisions with SOPsolver

    Hi Can anyone help to understand how to make collisions work for cloth object using sopsolver in there. So basically I need to scale up some cloth objects (two spheres in the file) during the dop sim, and make them collide mutually. Why the collisions don't work in the hip ? Thanks SOPsolver_collisions.hip
  8. Hi Can we actually use that combination ? If yes why the cloth sim just gets stuck when I use geo solver inside SOP Solver? Please see the attached hip, if you bypass the obj/grid/dopnet/sopsolver/solver the sim works just fine. FEM_Solver.hip
  9. Foreach, multiple outputs

    How did you get it working guys ? I guess something wrong with dependencies if I just duplicate the output. But how to manage it ?
  10. It's really serious hip file goddamn! Thanks Noobini for that. Had to post the sample scene right away.Sorry.
  11. Thanks for this! Yes this is what I'm struggling with now. I have more complex scene, but I made a simple scheme in this hip file, just in case if there is any tricky thing to work it out. All I want to get is random distance on every iteration for the attribtransfer. FLoop_attribtransfer.hip
  12. It's much appreciated ikoon! I'm trying to feed that value to distance value in attribute transfer (thresholddist parameter) with no luck, how to properly hook it up in that approach ? So every iteration the distance is randomly different in that range. Thanks.
  13. Houdini 17 Wishlist

    What about progress bar of cooking somewhere under timeline ?
  14. Houdini 17 Wishlist

    Geometry connectivity option in Attribute Transfer ? Without doing tricky VEX , loops and other boring stuff.
  15. HelLo Can you guys help me with some simple thing. I have hundreds of object with same topology like shown on the picture. I need to find automatically edge number 2 and 4, loop it, and delete then (which can be done with dissolve sop later) But the question is how to test those 5 edges to find the right ones ? So now I can select the point 0 cuz it's the only point shares 5 edges. My idea is to use FindShortestPath in LoopForEach, sort the points(if the Sort sop gonna work same way for every object within given topology) and connecting then 0 to 2 and 0 to 4. But even if I found the edges this way, how to loop then the selection in VEX ? Thank you.
  16. Variable cloth stiffness?

    Does anyone know where are those control attributes now in H16 ? Testing my old files from H15 and they are just not working anymore, also they took it of from the new documentation ? BTW found the new updated cloth object in H16 just horrible, unpredictable and uncontrollable comparing to H15. Why is that happened, may be just not to update something that just worked fine ?
  17. Mini Houdini for iOS?

    Nothing to test with that functionality you talking about. Put it down and take some rest from H! while out of workstation =)
  18. More likely to Autodesk, that makes no sense )
  19. Had a lot of shit with Houdini->Alembic->3dsmax too. So FBX export will save your time. And then if you really need alembic at the end just reexport it in alembic from 3dsmax, so max will eat it with no issue after this.
  20. Hi Can anyone help to understand how to make that thing with UVs in Houdini? 1. So I have just one single object and UV mapping. 2. I'm cloning the entire object with same UV. 3. I'm getting the new UV layout for that numbers of objects. 4 I want kinda bake the entire texture and repeat it onto each clone (subobject). In other words I need to make an unique UV offset for each clone but bring the original texture and then bake it into new texture for that new UV layout. Is this sounds tricky or could be done with a few standard nodes ? I think that I'm missing something and could be ready just in some combination with transferring P by UV, unwrap for each, and then render to texture, but how to wire that up... PS I'm getting the model from other 3d package, where the cloned geometry with same UVs is already exist, so i'm usin the copy node here just to make that simple example.. Thanks.
  21. Hi Can you guys give me an idea of cheap way to reproduce a fading trails inside a volumes ? Can't find anything useful in simple trail sop like numbers of copies or something to work with in vop. I understand it's simply multiplying function or dividing number of copies by number of each , but can't get anything working at this moment. VolTrail.hipnc
  22. Hi Can we make so simple skinning in Houdini like in Maya or 3dsmax with simple skin wrap deformers ? So no any bones or manual adjustments , just place the body correspondingly with transforming object and voila ? Something new in H16 about it ?
  23. Hi I'm trying to attach every single piece of fractured rigid body to some corresponding points on wire object (boxes as a pieces) Probably stupid thing but can't find the way to specify properly all the pieces at once in DOP (instead of do it manually for each) So this is what I have just to show you, and there is some crazy setup in DOP that I would like to fix =) Any help is much appreciated. (any others methods to attach bunch of RBD to single wire) F_RBD.hipnc
  24. Houdini 16 Wishlist

    Wow... with the boolean I feel like a kid with some coolest toy.
  25. Hi I'm fighting with an issue to add dynamics to fur, which should be attached to wire object. Some shit happens when I hit Add dynamics, fur just disappearing. I understand that something is wrong inside the existing DOP network as I have there wire object on which this fur is assigned. I did try to separate the dops with no luck. First time using fur in Houdini, and have no idea how to debug. It would be much appreciated if someone can point me whats wrong in the simple setup. Thanks Fur_dynamics.hipnc