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Everything posted by ejr32123

  1. Delete unused groups

    Hey! you'll be happy to know its really easy. Just drop a group delete. then choose delete unused groups and bingo, thats it.
  2. Here is an example using curveu point attribute as a mask to limit noise. vdb_mask.hiplc
  3. @karen its white because you are viewing the wrong pass. IF you look at my photo you have to view the right image plane. Open it in mplay and select diffcolor. you might need to save it as something other then jpeg for multiple channels. Just try by hitting render to mplay and to test it.
  4. vellum orientation constrain freaking out

    thanks, I was able to get it working. MY setup was very specific, I had to attach branches to an already animated "core"
  5. I have a vertical wire that is moving back and forth. I attached some "branches" to the vertical wire. For some reason the orientation bends the direction the vertical wire is bending. How do I fix this? test.hiplc
  6. vellum orientation constrain freaking out

    hmm, I think I figured out the problem. Its because the orientation is being calculated every frame and I need to fix the source before it goes into vellum
  7. I would uninstall it again then go to your documents and delete the houdini 18 folder it creates, then reinstall it.
  8. I did something like this before. You can also do this using texture baking. save_pnoise.hiplc
  9. Underwater Bubbles

    it makes the water swirl more like if you use that on smoke.
  10. Underwater Bubbles

    Hello friend! I have a hip file available [for free of course] here: hopefully this can help you get started
  11. volume position

    thanks everyone who helped, I was able to get something working.
  12. volume position

    Hello, How do I grab the position of a volume from another input in a volume vop? If I create a bind node and set it to P, it lets me get the position of the volume in input 1. How can I get the position from a volume in input 2 or 3? Thanks
  13. volume position

    thanks, good information : )
  14. volume position

    I have a "rest" field going into the third input of my photo. I want the position of the static noise to be based on the position of the volume in the third input, not the position of input 1. ITs just like using import point attribute from another input and grabbing position, but trying to do it for a volume.
  15. volume position

    @anim Yea, I am still having the problem. TBH I don't dont really know what the volume index is, and I dont know where to learn what it is. I tried checking the manual. The photo is how I tried setting it up. I don't understand why its not just like "import point attribute" where you choose input and the attribute to import.
  16. volume position

    Thanks, that doesnt seem to solve my problem of grabbing the position from another input of a vop. Also example levelset doesnt work because it starts by merging something that doesnt exist.
  17. volume position

    I still cant figure out how to sample the position of a volume from the second input : (
  18. volume position

    Thanks! how do I get the current index value? I had tried using the volume index to position, but I got stuck on what to feed into the indexpos. Thanks again. edit: I just found out its the ix iy iz value on the volumevopglobal
  19. Hello, I am working on a procedural tree that grows. I took the geometry and converted it to a sdf then added noise. How can I get rid of the "Swimming" effect? I saw someone saying to use the uv's instead of position, but that was for a point vop. This was done in a volume vop on a sdf. Any ideas?
  20. vex precision problem

    hello, I am having a problem, but it almost seems more like a glitch. I have an attribute called "distance" on the curve. I am deleting points based on distance. The point's value that is circled is 0.087. I say to delete anything greater then 0.087, but for some reason that point gets deleted too. It's acting like I said equal to or greater than. I am also including a photo from my actual scene. If I set the value to 0.088 instead of 0.087 some how it works. Any help is welcomed (hip at bottom) curve.hiplc
  21. vex precision problem

    ahh, I see. Thanks
  22. vex precision problem

    @Aizatulin it still doesnt make sense because in my main scene the distance value is getting the cut distance from my attribute wrangle. Why would it be slightly higher is the channels are linked?
  23. vex precision problem

    ooh, thanks, I didnt know I had to turn on full precision
  24. @maulen I wasnt sure about that part : ). At least you have the other part though : ) I saw this video though, maybe the example is in the docs?