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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
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    Montreal
  • Interests
    Effects animation.

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  1. 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.
  2. 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.
  3. 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-
  4. 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
  5. HDA interactive button.

    ill take a look at that, thanks
  6. 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
  7. 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.
  8. Pyro Disturbance for high vel

    Their are many ways to do it. I included two very simple ways to do it, just using some micro-solvers. I just have that running a few frames before sourcing my main sim. break.hip
  9. snap viewport image

    I do it all the time! https://www.sidefx.com/docs/houdini/basics/memorytoolbar.html You can even save your camera angle too.
  10. I think you should add your pscale before the particle sim. That way they will collide with the ground plane and not sink through. I added a pop grain node too. That way the particles will collide with each other. particle_mass.hip
  11. Sweep multiple curves?

    I am not sure exactly what you are talking about. Could you post a picture/hip of what you want. I included a hip of what I think you are trying to do. sweepy.hip
  12. VOPs - output to @P.y.

    what about something like this? Use get vector component and use component 2 which is Y. You can make as many changes to Y as you want then merge it back. Any changes here would only affect the Y position.
  13. Pyro / Volume Kill

    Have you looked at gas enforce boundary? I tried messing around with it before to delete density in certain areas.
  14. what exactly is the problem?
  15. changing the pscale doesn't seem to do anything on its own. Just create a mass attribute based on the pscale and apply a pop drag. Make sure to turn off "ignore mass". particle_mass.hip
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