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Andrea last won the day on October 10

Andrea had the most liked content!

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About Andrea

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  • Name
    Andrea Sbabo
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    Venice, Italy

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  1. Sort Points by UV

    Hello, I am not sure what are you aiming for. Do you really need to have your uv project inside the loop? If you move it outside just before of the foreach_begin2 it gets skinned correctly. If you must use the uvproject inside the loop you can put a second uv project outside of it and assign a different name for the attribute instead of "uv" and use this one for get the correct sort of the points.
  2. Event firing when a node is Deleted ( not HDA )

    You are right gemini, that's not a good idea. This is interesting. The documentation says that if is used "addEventCallback(event_types, callback) " is valid just on the current instance and session of Houdini. What if I want to make it valid for this particular instance but also for every time I open Houdini again?
  3. Event firing when a node is Deleted ( not HDA )

    You can right click on the rop network, go on type properties -> scripts and on Event Handler (at the bottom) you can put "on deleted" in the dropdown menu. Then on the right panel, in Edit as, you can change from Hscript to Python and write your script. When you delete the node, this script will be executed.
  4. Setting shader attributes in SOPs

    In the video the chocolate material has all the values already exposed at SHOP level. If the values are exposed you can change them using just a wrangle. If the parameters are not exposed, so you have to dive inside the VOP material for change them, you need to use a bind and tell houdini to read the value of the geometry attribute you assigned. If there are other ways (and probably there are) I am not aware of them. Below the hip file with the 3 different methods: exposed parameters, not exposed parameters and using a bind. Override_shop_values.hip
  5. cache out RBDs as separate sims

    Hey Nicola. You can use the Wedge for do it. Basically you cache your simulation as you usually do, everything together. After you load back the geometry of the simulation you can put down a blast/delete. In the blast you can use the wedge parameter to isolate every piece of geometry and cache it out. For example: in case you are using packed geometry you can test if the point number is equal to the wedge number. Everything else will be deleted. Remember to set the maximum range to be equal to the number of your pieces minus one since it starts from zero
  6. Setting shader attributes in SOPs

    All the nodes from the previous version are still in Houdini, just you can't see them until you use the command I was mentioning before or you open old scenes. So if you prefer the PBR specular than the specular you just need to unhide it. If it wasn't like that it would be really hard to work in old Houdini scenes with the new versions since often they do huge updates to the nodes. I have no idea about the difference between the two, sorry. If I have to guess I would say that the PBR specular is not supposed to be used anymore since have been introduced some new nodes for reflections. No I didn't attached a scene. You mean for your expression with Ks? p.s: I think in SHOP it's not enough using just a wrangle with the expression but you also need to use a bind for changing the values
  7. Setting shader attributes in SOPs

    The PBR specular VOP is still there, just it's hidden. In the textport type opunhide Vop pbrspecular::3.0 , press enter and you will have it again. About changing the specular intensity of the material using a wrangle.. here it's working on H16.5. Are you doing it for a material in mat context or shop?
  8. pop netork inside solver

    Hi, try give a look to the file. What I did was to resampling the line every frame in a sop solver inside the Pop network. Just it gets messy really quickly, probably the smoke needs to be less turbolent advect_and_resample_lines.hip
  9. Vegetation using bullet

    Probably here I could have used wires for simulating the branches since they are essentially splines. But in the past I've done some trees simulation with them and I spent most of the time making little changes in the wires parameters for avoid them to get stuck in walls or each other. At the same time I have to say they were really good and easy to use in the scenes were the trees had not much movement. Anyway some people made some amazing plant simulations in Houdini with wires so maybe there are some nice tricks that can be used. Thanks for the tip. If I have the time before moving (&co) I'd like to try change the rotational stiffness and see the difference
  10. Vegetation using bullet

    Yes I can. I was also going to write a short explanation/reminder on my website, but I need to clean it up a bit
  11. Vegetation using bullet

    Thank you Jesper!
  12. Vegetation using bullet

    Hi! Here is something I've been working for a few time on and off. I was searching for something that I could use for plants that are colliding near the camera. So I ended up using the bullet solver with packed geometry. I'm not sure if it's the right way to go for this kind of things but at least I learned a lot about the constraints. Thinking afterwards I probably should have used a few more substeps but I hope you can enjoy it anyway! Suggestions for improvements are welcome
  13. White water question

    If you cached the flip simulation immediately after the dop import and before the fluidcompress (so you have particles + volumes) it should work. Looking at the second video looks like you are missing the velocities from flip
  14. Pop Collision Ignore + Grain Solver

    Thank you for the explanation @3dome! With "it feels wrong" do you guys mean you get two different results? I just tested it again I got the same exact behaviour. But maybe that's because here we still have Houdini version 16
  15. Pop Collision Ignore + Grain Solver

    Great topic and solution! Basically the pbd_group you set to zero is the group that is used inside the POPgrains for the collisions? I've noticed that if in Alvaro setup I disable the "Gas collision detect" the box still collide and the sphere is not. I'm not sure if it happens because they are obeying to the popcollisionignore or something else it's going on.