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Everything posted by anicg

  1. For each connected piece, get the bounding box, find the axis with the maximum scale and remember just the number. Say e.g. a box is 18 by 3 by 2, a grid is 4 by 7, a sphere is 15 by 15 by 15 then we need 18, 15, and 7. Then find the max of these maxs (18 vs 7 vs 15) and assign it to an attribute, such that we end up f@maxattrib = 18.
  2. Thank you, I'm almost there, I get an attribute d which has 7,9 and 21, I only need the 21, the highest number, one value, what do I need to add to get that?
  3. I have an vdb (sdf) to which I apply some noise in a volume vop. The noise is applied everywhere. I need it to be limited to some areas, so I need to create a mask. The mask can be driven by a noise. Is it possible to create a mask for a vdb? P.S. the vdb was a polygon geometry, would it be an option (and how) to use a mask from polygon into vdb? whichever way exists and works
  4. Does anyone use mantra as the sole renderer for production? Let me rephrase: If I choose to use Mantra for production, am I missing something? am I limited? In which situation do you think I shouldn't be using Mantra? Obviously I didn't mention another renderer to avoid the A vs B. There is just A, Mantra.
  5. How do you go about ground, not large scale terrains. Imagine you are in front of a beautiful landscape, and you look down at your feet, the ground you are standing on, how would you do that in Houdini? do I have to go to Substance designer?
  6. I need to primitive to remember it belongs to a first set of primitives, and to remember it belongs to a second set of primitives. If I call name1, the set with name one shows up. If I call name2 the set with name2 shows up. Each primitive should have two names.
  7. The two lines intersecting are not from the same geometry, I've merged them and fused them, some intersections look ok but a lot of the others are messed up like these two examples. Do you know what could be causing this?
  8. smoke has a hairy look

    I have a very simple shader and here are also the mantra settings:
  9. smoke has a hairy look

    Any idea what could be behind the hairy look of the smoke? When the smoke has just been emitted it looks detailed but overtime it turns into .. a hairy look. I've placed a light behind it so I can see the edges clearly. It has several gasdisturb nodes, no dissipation and no evaporation (both set to 0). Actually even in the beginning (image 2) there is that hairy look around the edges, so I do not even know if it has to do with age.
  10. smoke has a hairy look

    I've keyframed it yesterday several times, the problem is that the newly emitted smoke needs different settings than the older one that's been around for a while, and this is even in later frames because there is still new smoke being emitted, any change to satisfy the old one upsets the new, any that satisfies the new upsets the old.
  11. smoke has a hairy look

    Done simulation 18 times, the problem is still there: the smoke is hairy. I've used the control field with speed, tweaked gasdisturb settings, at different block sizes, different strength, tweaked temperature diffusion, the smoke is still hairy. I've watched countless courses / tutorials, I've even replicated their exact settings, the smoke is still hairy. If I bring down the strength of the gasdisturb the smoke is too smooth in the first 100 frames. There is something else, I hope someone knows what's going on. After 18 times, this is what the smoke looks like:
  12. A sphere and a box, and rbd packed object and a collider, but the collider sphere goes very very fast, it goes in one direction then back again. The problem is that the box (rbd packed object) realises there is a collider only when the sphere is on its way back. Result: the box goes in the opposite direction than where it should go. Any idea what puts that box to sleep when the sphere is crossing fast? Here is a flipbook slow_reaction.mp4
  13. the collision padding is the cure, thank you. I had to bring it down from the default 0,02 to 0,00001
  14. The small fractured wood pieces are annoyingly agitated, they keep active all the time making the whole thing look unrealistic. How do you calm these things down? here is a flipbook of their dance: dancing_pieces.mp4
  15. I've changed the contact breaking threshold in both directions drastically but they keep dancing. I couldn't find the collision padding, I'm using the bulletrbdsolver
  16. smoke has a hairy look

    I have changed the control field of all three gasdisturbs to use the speed of the velocity, but for some reason the smoke loses its shape at the end (new hipfile included) hairy_smoke.hiplc
  17. smoke has a hairy look

    Here is the hipfile, I kept changing the parameter and tweaking but the result is still the same. I don't know how to use the speed of the velocity field as a control field as user Skybar mentioned above. hairy_smoke.hiplc
  18. smoke has a hairy look

    I would truly appreciate if you could tell me how I can do that. I do see that velocity is already the disturb field in bindings, do I need to so something else to add disturbance only where the smoke is moving faster?
  19. smoke has a hairy look

    I've reduced all three gasdisturbs to strength of 1, and the bindings have vel by default as disturb field, but the results still look hairy, like cotton. Here are 4 renders from 4 different angles (front, back, right, left). As I mentioned I have dissipation and evaporation at 0. Do you have any idea why this still looks like cotton / has hairy look
  20. smoke has a hairy look

    I've used 3, here are the attachments, I can keep tweaking but maybe you have an idea from your experience.
  21. when to use .sim vs .bgeo.sc for simulations? Are there any benefits to using .sim instead of .bgeo.sc? Or is it simply .sim for simulations and .bgeo.sc for geometry?
  22. popgroup vs popstream, when?

    I know what they do, how they should be connected and how they're used, but it's more about when to use which one. Is there something other than the convenience of visual clarity in the node network that each provides?
  23. is there a way to have the node information open permanently as a tab in the interface, just like the geometry spreadsheet?
  24. What options do I have to automatically save individual results of a for each loop?.
  25. I was hoping to leave the frames for the animation, the initial example for the question is an animation with 240 frames and I want to save each animation coming out of each item in the loop. But now I realise that the File SOP doesn't have the option to save frame ranges.