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About demoan666

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  1. ofcourse! NB: it's not the cleanest of files, as i was trying whatever i could. font1.hiplc
  2. hi AntoineSfx, thanks a ton for the reply, unfortunately that returned with the normals pointing in "y" direction i want them to spread out in "xz" direction. m. PS: unless of course i missed something.
  3. hello everyone can someone be so kind to help me with this, i want the normals for the curve on right "U" to be radiating out... (the @P = @N; worked for the "O" which is a circle however it didn't work for something like "U") as in the redlines in the attached image. thanks m.
  4. hi everyone, i am trying to slide particles in the inside of a geometry (a polygon box in this case) i want to get the particles freely slide along the walls (or even come on and off the walls because of the popattract force), which i managed to do with the two nodes popcollisiondetect and popproperty, however it doesn't quite slide... it goes past outside the box. especially if i increase the popforce amplitude. to keep them sliding (and inside the box) i have to raise the "cling" in popproperty node to very high value which almost makes them look stick rather than slide. However, a sphere instead of a box works fine.... the pighead somewhere in between the box and the sphere. anyone knows where i should tweak things? FYI the settings for dopnetwork is same for all the three images (1a,1b,1c) I would appreciate any help. PS: BTW how do i i make the quality of a simulation more precise (increase steps per frame) globally. m.
  5. hi adrianr, thanks for taking the time to look into it. appreciate a lot - noob in houdini (no programming language knowledge either) but i am liking it nonetheless! thanks d.
  6. hi all, (noob alert) i am looking for an addition to above soutions. i am trying to create few random groups but exclusive to each other... (no member of one group should belong to any other group) in term of percentage = for example gr1 has 10% random points... gr2 will have 10% of whats left after gr1 and so on and so forth. in terms of number = G1 has 10 points and G2 will have 10 points but not any from G1 should be included... so on and so forth. thanks in advance d
  7. Hi, I got an animation from mixamo.com in fbx... used c4d to export out an abc - this file opens fine back in c4d. But doesn't show any geometry inside houdini. Is there something I am missing/ doing something wrong? If this won't work does anyone know a convenient way to get mixamo animation inside houdini? Thanks d.
  8. So, i tried something from scratch for the first time, albeit very simple... almost there! That being said i did got stuck up... 1. SOFT SELECTION GROUP: i am trying to apply some animation to a bunch of lines through a pointvop. i want the animation to be limited to all the points but the ones at the ends of the lines, i create a group of those points... it works,- but could be better if i could make the animation blend to the static points at the end. 2. FADING TRAILS: At the end i added a bunch of trails with some lag and or jiggle. i am coloring them with the width attribute through an 'attribute create' node. Is there a way to make each trails less opaque than the previous. (if this can't do the job, any other tips?) 3. NOOB VOP NETWORK CRITIQUE: I am pretty sure my vop network is far from efficient, i would appreciate if anyone has some tips to make it more logical/ efficient. I hope i was able to explain myself. (i have attached a screenshot for reference) d.
  9. how to get connected primitives

    thanks for explanation... much appreciated, you guys are great! d.
  10. how to get connected primitives

    thanks Atom... that was a cool tip. also it would be great of you can explain what does the v in the beginning stand for? m.
  11. noob vex query

    thanks wodenduck!
  12. noob vex query

    thanks a ton (he didn't use the @P in the video) also when i use this function with time: @scale = set(1, noise(@P*@Time)*2-1, 1); the animation speeds up with time, any tips how to keep it animate at same speed througout the timeline? d.
  13. how to get connected primitives

    thanks konstantin magnus d
  14. noob vex query

    i am trying to follow this class by ari danesh at around 20:40 mark he uses the noise function in a point wrangle. i can not get it to work... it returns me with errors saying "noise" or the variable "P" is an ambiguous call to function/ undefined variable. i am using houdini 16.0. Anyone knows what i might be doing wrong. thanks in advance, d.