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ejr32123

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ejr32123 last won the day on May 10

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About ejr32123

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  • Birthday October 13

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    evanjrobinson.com

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  • Name
    Evan
  • Location
    Montreal
  • Interests
    Effects animation.

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  1. Increase FLIP viscosity with particle age?

    hey, here is a file. It shows a way to make a birth & age attribute. hope this helps------ flip_age.hipnc
  2. disabling a node via wrangle

    I am not sure about that, but can't you use a switch node and switch to the same node chain minus the node you want disabled.
  3. bake volume lighting

    ill give this a shot
  4. Hey, Houdini has a node called bake volume. It works really well, but it only lets you bake lighting from the built in point light. Is it possible to bake the lighting from my scene lights? Thanks
  5. Is this even possible? (HDA Question)

    This is just my opinion from my limited knowledge, but I would say you would not be able to create an asset with fully procedural controls. You might be able to make it procedural to a certain extent. When you design something procedurally you are executing a carefully planned set of nodes all the way from the top to the bottom, often starting from points or lines. If you are starting with a pre-made asset it seems you would be losing a lot of control you would gain from the inital nodes you would typically use. Hopefully someone else who has more experience than me can weight in.
  6. implicit cast vector to float? [solved]

    I just saw this in the manual: The comparison operators (==, !=, <, <=, >, >=) are defined when the left hand of the operator is the same type as the right hand side, for string, float and integer types only. The operations result in integer types. @vtrvtr you are 100% right
  7. implicit cast vector to float? [solved]

    Thanks so much! That would make sense.
  8. Hey! I am trying to delete geometry by comparing two vectors. For some reason (also it only seems to compare the first dimension in the vector rather then each value) I keep getting a implicit cast (vector to float) error even though I am comparing two vectors. How does that make any sense? Do I have to compare the individual values rather a the vector as a whole? Thanks in advance edit: Also v@test I set to {2,2,2}, but some areas have {2,2,0.5}. If thres is {2,2,1} shouldn't areas with {2,2,0.5} get deleted? because {2,2,0.5} < {2,2,1}? Evan
  9. While you are exporting I believe it is saving temporary files to a location (which I didn't have permission to write to). It tells you where in error. I used the chown command to give permission to write data there.
  10. VDB From Primitive

    If you want to use actual geometry have you tried using polygons but on the copy node turning on pack and instance.
  11. Hello! I was going to ask how to do this but I figured it out and so I might as well post this in case someone else has the same problem. If you want to source expansion for pyro in houdini 17, we don't have the fluid source node. Instead we have the pyro source. However, there is no expansion option for initialize. I remembered there was a shelf tool that auto-creates the nodes, so I tried it out. As it turns out (and seems confusing to me) you have to use the flip source then choose expand. Back in Dops you can use the volume source node and set it to expand also. Anyway, hope this helps-
  12. Hello! I have a dopnet in a subnet. Let's say I have a parameter from one of the dop nodes exposed on the subnet. If I want to use $SF in my expression it obviously won't work because it's trying to evaluate that expression on the subnet. Whats a good work around? I tried many other options like ch, chs, and chsraw, but nothing seems to work. Same problem if I want to use `opintputpath("..",0)` but have the control on the subnet. I want it to be the input 1 of the dopnet, of course. Thanks! subnet.hip
  13. HDA interactive button.

    ill take a look at that, thanks
  14. Hello! You know how shelf tools allow you to interact with the viewport? I want to do something similar like that for an HDA. I want when a button is clicked, cross hairs show up that allow the user to place points that will snap to the input geometry. What are some good resources that show how to do something like that? Thanks, ER
  15. Pyro Disturbance for high vel

    Yea, you'll want to use frame delay on the gas resize fluid dynamic node until the main part of sim starts (or until you already have good enough motion in the sim). Either that or disable it completely and just make sure your container is big enough for the whole sim. I think most of the time I only really need this for the first 10 frames or so then I switch to auto-resize.
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