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Jesus Nieto

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About Jesus Nieto

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    Chucho
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    Vanccouver
  1. Docs on Rest

    Correct, @rest is not by default in the globals inside a VOP, how ever if you open the geometry spreadsheet you will see that it has been created. And to use it inside the VOP you would need to import it via "get attribute" or "bind".
  2. Docs on Rest

    @CinnamonMetal
  3. Docs on Rest

    You can read something about the rest node (which generates the rest attribute) here: https://www.sidefx.com/docs/houdini/nodes/sop/rest.html But if you are wondering what it is. It is basically the same attribute than @P but renamed to be @rest. It's useful when you want to apply noises to moving geometry so that your geometry doesn't look like it is swimming in the world space noise. The way to use it is if you are going to apply a geometry noise in a VOP, Instead of connecting your noise to the position (@P). you would bind import your @rest attribute and connect it to that instead. The @rest attribute has to be generated on a still or non time dependent frame, otherwise it will change every frame to your current position and it won't really be at rest. If the geometry is already moving and you would like to create a @rest, you could drop a time shift node with any frame, create the rest with the rest node, or writing v@rest = @P; in a point wrangle. And then you copy it back to your moving geometry with an attribute copy. Bear in mind though, the point count has to be the same.
  4. I assume you could assign some kind of "id" attribute before you extract the points. And after you merge them back you could apply a "sort" node, using sort by attribute with your previously created "id" attribute. Hope it works
  5. Houdini Liquid Surface

    Just on a quick thought this might be achievable by making grid of grains, simulating it and later point deforming your plane with uv's using the simulated grains. Doesn't seem too hard in my head but I could be wrong. By the way. that reference is pretty awesome. Where is it from?
  6. Animating connected curves

    Start creating the parents and animate/deform them any way you want. Once you have that, you could use something like @curveu (which you can automatically export from the resample node) to create an @emission_area attribute from where you want your secondary branches to be born from. To create the secondary branches use your @emission_area attribute to scatter some points on the parent. Use a "point deform node" to attach you secondary branches origin points to the moving parent branches. Copy lines, deform/animate and repeat the process with the third and forth branch generations.
  7. Hi tbird, you can easily achieve this if you replace "$F" in the plate's file path that you are using in the material with `clamp($F,startframe,endframe)` . just make sure that your endframe is actually an existing frame and it will be held in that number even if it doesn't exist. Ps. Don't forget to put back ticks.
  8. How to work with millions of points smoothly

    Hi Atom, I don't understand. I am making sand simulations with the grain solver which end up being around 20 million particles and houdini becomes pretty much useless when they are displaying on the view port. is there a chance that the graphics card is disabled or I am doing something wrong? Here's the specs of my computer: Windows 7 Professional 64bit 64GB Intel(R) Xeon (R) E5-2690 @2.60GHz nVidia GeForce GTX 1080
  9. You know points in Houdini are the base of Houdini of many effects such as Water, Sand, Magic, Crowds, and other object's instancing target. As I understand a point is the lowest level of information that you can have in Houdini's viewport and the lightest, but when you are making a water or a sand simulation working starts to become really sloppy due to the millions and millions of points you can get with one of this simulations. My question is , is there a way to work with say 30 or 200 million points in the view port without losing total control of it? or is there a way to load half or a tenth of the points from disk?
  10. Houdini particle size in Maya

    First, remember that maya scale is 100 times bigger than houdini scale, so whatever you are going to export you have to scale by 100. After that you have to multiply your "pscale" attribute by 100 too because it doesn't scale by default as "v" would. Then you would have to map it to the variable you need in maya, have you tried using "scalePP" instead of "radiousPP"?. Exporting Alembic should do just fine.
  11. Distance from center in shops

    I've had things not to match in SHOPS from SOPS too, and I don't exactly know why. But one thing you can do to get your attribute in SHOPS is to store it in sops using a bind export, and then in SHOPS simply place a parameter node and read back your attribute. it should match exactly. You can later use a fit or a ramp to adjust it in SHOPS and not see the ugly poly edges in case it's not too high poly.
  12. Hey guys, I am really stuck with this one. I was told it is impossible to change the scale of a piece inside of DOPS while it's simulating with the bullet solver. I have achieved something similar where the piece goes into dops, gets out of dops, gets transformed in the scale, and then goes back into the same DOPS sim in a loop. So it creates overtime shrinking. But now I need this to happen inside of DOPS. I´m pretty sure it´s possible. Does anyone have a clue.
  13. Group Shared Opposite Faces

    Wow, I had no clue you could do this from the VRF Node, very usefull, thank you!
  14. Hi Everybody. I've noticed a strong missing part in the Voronoi fracture SOP that would be very useful. I'm trying to generate some kind of shared face id. in order that if I had a box split it 2 parts, both inside faces from the pieces would share an attribute "id" that means they are complementary faces. I need to make this work for many pieces. Maybe there is an already "out of the box" way to do this. Does anyone know a way to achieve this?
  15. Per light illumination with instanced lights

    I just found out Mantra does it for default but don't forget to force your instanced lights in the objects and not in the lights
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