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About neutrosophic

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  • Name
    Aaron Versiontwo
  • Location
    Melbourne, Australia
  1. Color Cache Conundrum!

    Hi everyone. I have a newb kind of question. I have a file cache of a flip sim I have done. I want to set the color on the first frame have that color "stick" to the particles and let them mix. I am using an attribute adjust color node to assign a noise to the color of the particles however the color is not sticking instead it just changes the particle color to match the noise all the way through the animation. Does anyone know how to assign the colors on the first frame then keep that color assigned to them?
  2. A simpe pscale VEX problem I can't solve

    I think this little setup is so awesome and it's such a common thing in these little simulation and pretty instagram renders. I'm wondering with your permission I can post the setup to the "Houdini Blueprints" website. Or if you want to do it yourself for all the credit and prestige. I think it would help a lot of people.
  3. A simpe pscale VEX problem I can't solve

    This is a glorious set up. I love it. To add some "Art Direction" to your existing setup is there a way to set up ratios to the randomness? Like could I have 60% small particles 20% to the medium particles 15% of the medium large particles and 5% large particles? Or some kind of simular way to sort of control the amount of each size?
  4. A simpe pscale VEX problem I can't solve

    Being quite new to Houdini and VERY new and completely out of my depth in VEX I have a problem which should be simple for anyone who is smart. So the setup is I have some popgrains spawning on an object that scale from 0.001 up to 0.025 using some VEX and then having those grains stick to the surface of the context geometry. Using the following code... @pscale += 0.001; @pscale = clamp(@pscale, 0, 0.025)*1.5; int pr; vector uv; float d = xyzdist(1,@P,pr,uv); @P = primuv(1,'P',pr,uv); This works fine and spawns particles that grow to all be a uniform size. My question is. What do I add or how do I change that code to add some randomness to the size that the grains scale up to. I have tried to wrap my head around the "rand" function inside the clamp function but ended up making everything explode into giant grains. I KNOW there is a simple solution to this but not having the brain for code just yet out of pure ignorance I don't know what to do. Could anyone help possibly? ALSO as a bonus for anyone who is super genius. Is there a way to define a determined number of sizes the pscale of grains can be? For example have 5 different sizes that a grain can be based on a seed or even better a probability so I can control how many of each sized grain could show up at spawn? ALSO ALSO if you could help me with this, Can I use VEX to assign Cd values to each size clone to have the ability to have different materials on different grains based upon their size. It seems like I'm asking a lot but I'm sure someone here is thinking "Pftt this is just 3 lines of code." And could help me work it out.
  5. I can't make time go slower on this sim!

    I tried changing the pyro sim to a dense sim, I have tried exporting a ROP with substeps which I saw on another thread. I have tried everything at this point. I seem to think it is actually impossible at this point.
  6. I can't make time go slower on this sim!

    No that's not right. The turbulence and boyancy creates the billowing smoke sim that is all fine. I SHOULD be able to slow down the time scale of the simulation. However nothing I do can prevent some kind of "jiter" int he popnet.
  7. Particle Pyro Advection - Weird Square Stepping Artifacts?

    The weird square looking border lines up exactly with your bounding box for the pyro sim. So what I did was add a little padding in the resizing section of the Bound in the pyro solver and the weird effect multiplied each time the box resized. So the sad reality is you will either need to resize your bounding box to the size of your grid. OR find a way to clamp the velocity of anything outside the actual smoke to zero velocity. It definitely has something to do with the bounding box having a little velocity in the space without smoke in it which is pushing the points outward. The points outside the box have no velocity affecting them so they stay put. That is all the help I can give since I am pretty much a newbie to houdini.
  8. I can't make time go slower on this sim!

    I recently followed a tutorial about making an effect of wires following a pyro advection. The tutorial works fine, I can make the effect. However personally I wanted to slow the animation down considerably. I have tried using the time scale in the pyro sim which made the popnet go jittery and crazy. I tried baking the pyro sim to a file cache in slow motion to use that as the source for the advection it still screws it up. I've tried adjusting every single time setting in every node in the system I have even tried just using a timewarp node at the end of everything to slow everything down but every single time I just get a jittery mess. I am looking for ANY help anyone could give me I have attached the file for you guys to look over. stringadvect.hip
  9. Hi everyone I have a very basic task but no idea how to execute it. I have generated a fractal mesh that for the most part is a solid object that is about 12 million polys. But it contains a lot of geometry internally too. I have selected the outside polygons and selected all the connected faces and then blasted the geometry not attached to the main geometry. This took down the poly count a lot to about 8 million polys however there is still a lot of internal geometry connected to the object that I would like to remove. To put what i need to do into an analogy to help you understand I would describe it like this. I want to get a sort of shrink wrapped version of my object so it only contains the geometry of the main object and all the internal stuff will be gone. Does that make any sense? What I thought to do would be to convert the object to a vdb and subtract that vdb from a box vdb to get the main bulk of the object subtracted from the volume invert that volume and mesh it but am wondering if there is another way since working with vdbs is not too accurate and takes a lot of processing power.