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in Animation & Rigging
Posted July 10
thanks! didn't notice it!
Posted July 9
Hey, thanks for your reply, I'm using 16.5 and it doesn't seem to work, I can't find the "view JSON" option...
Posted July 8
I'm working on some material stylesheet for crowd, and I'm wondering if there's a way to export those rules to a separate file, so I can import it in different lighting scenes
Posted May 31
Posted May 30
hey! well this way I set to zero the velocity of the point, while I want to set to zero the contribution of that particular pop force. I just found out inside the pop force there's a geometry vop to set the force, where basically you can do whatever you want with the force resulting from that pop node
I'm too used to maya where you don't have access to nodes, they are just black boxes you have to use the way they are designed and that's it. so good in houdini you can basically modify everything just by diving inside and having a look!
is there a way of limiting or killing the contribution of pop force in an axis?
in General Houdini Questions
Posted May 22
I'm in a situation where I have cached a huge amount of points on disk and I want to render those points. What I do in the scene is reading the bgeo.sc caches, merge them all together, trail the points to calculate velocity, apply a pscale, assign a shader and render. If I run it on the farm with IFDs it takes a lot of time to generate the IFDs for render, and I'm trying to reduce the time of this task. I noticed that the IFD itself is tiny, the big part is that under the IFD folder there's a storage folder where basically I have a huge bgeo.sc file per frame which I suppose is the geometry I'm about to render. I wonder if all of this is not redundant since all those operation can be done at rendertime I suppose...I tried to set the file sop in "packed disk primitive" but it seems I cannot apply pscale after that, all the points render at pscale 1...
Posted May 14
awww ok got it, too bad you can't use $JOB. I mean for me it makes sense to design a setup for a single iteration, and take advantage of $JOB for caching. then incorporate the setup in TOPs without changing too much from the original setup. shouldn't be too dificult to transfer variables to TOPs processes in my opinion...now I can use $PDG_DIR or hardcode the caching folders...
Posted May 13
I managed to make it work using external sop, the only thing I-m havnig is that once simulated it looses the $JOB or $HIP...it-s caching out but in my documents folder rather than the project. also because is reading a previously cached velocity field since it has no $JOB is not erading it...I wonder if I have to do something to propagate variables to TOPs
Posted May 9
I'm trying to setup a top network which is pretty simple. I have a dop network where I simulate points, and I have a top network to wedge the seed of the pop source. Now I would like to cache out those wedges, and ideally gather them all together to render. I found examples on how to render the points straight away, but nothing that tells me how to cache them. I tried the rop geometry output in top with no luck. anyone that can help me with that?
Posted May 8
thanks for your reply
Joseph, I wonder if I can manipulate the existing velocity adding a bit of inward velocity rather than adding a custom field, I need to dig a bit more in how to customize data inside the pyro solver! anyway I think this is the easy way, although requires a lot of try and fail to get the right amount
Pavel, thanks for the vex code, will definitely try this as well
since I'm using that volume to move points, what I'm doing at the moment is doing the tornado at point level rather than volume, definitely easier to setup
Posted May 6
I'm looking into a way of keeping my volume inside the vortex boundaries, at the moment when it spins it goes out, any idea? I was thinking about a torus shape volume around it with custom velocities to push it inside when it goes out, but maybe there are better solutions!
Posted April 29
thanks for all the details! will check very soon!
Posted April 3
I have IDs already, I was looking to make a selection in the viewport by id and not by ptnum, on a facebook group a guy called Miguel Mendes told me this trick which works perfectly!
Go to viewport select the option on top select by group then in sub menu select by attribute and then chose in point attributes id. Then select then on viewport and press delete on keyboard.
You can always put a blast first then select the arrow button on the node and do that process...
Then you'll have an expression saying @id=1, 2, 3 etc
I have a flip cache and I want to delete some points that go out of control. I just discovered that id and ptnum are not the same, so if I select and blast those points houdini reads the ptnum of points and blast them which is perfect in that frame but wrong in the others, so I'm looking to find a way of telling the blast not to delete base on the ptnums of selected points, but on the ids of the selected points...or build a group with the same idea...
Posted March 19
hey Alvaro! that's what I did first thing, unfortunately is not working on H17.5
update: since my points have all the same N I just copied it this way from point 0, but there must be a smarter way, also when points have different N
I'm trying to emit a flip fluid with some velocity, I can add a generic velocity in world space but in my case I want to add velocity along the normal of the object sourcing...just can't figured it out yet
Posted March 14
hey! thanks guys!
Posted March 13
I have thousands of primitives and I need to filter them and delete the ones that has a bounding box volume bigger than a certain value, I tried the measure sop but no luck, at the moment what I'm doing is a very tedious procedure of playblasting one for each frame based on their name and review the playblast to spot the bigger ones, but I know there must be something smarter...
Posted March 7
found this which explains exactly what I was looking for at minute 06:00
does anybody know if there's a way to pointDeform geos filtering by an attribute? I have hundreds of wheat ears deformed by wires, each wire shares an attribute with the corresponding wheat plant, so I'd like to say something like "each point should deform only the points that has the same value for a plantId"
I really hope that makes sense!
Posted March 6
thanks Evan, I had a look at your file very interesting, on my side I was looking for something more like this images attached
Posted March 5
I'm looking into remeshing a flip mesh to constraint it to a particular topology, so basically I want to project a given grid vertically into a flip mesh surface. I think I can do it via the ray sop but I can't seems to find the right way
Posted February 21
thanks! really helpful!