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Everything posted by Noobini

  1. switching to glue

    not sure what you're trying to do with -ve strength: (it's unbreakable) I would go for strength = 0 EDIT: ah ok, maybe it's to do with you wanting to retain the 'large dents'...my bad.
  2. Smooth direction to surface?

    just turn it into a wall (extrude X amt, move up/down half X) for ray ? RayWall.hipnc (a bit unclear if you have ALREADY done this or not...but thought I'd throw it up anyway...on closer inspection of your fig 1. some of the normals ain't perpendicular ?)
  3. was just goofing around and found that if you change your font command to: points("../foreach_begin1", 0, "letter") it works too.....and even if you change the 0 to WHATEVER number...it still works coz...everytime it executes for a point there is only ONE point it's getting the "letter" from A bit more cryptic..but much shorter...
  4. Rand value in Group Expression

    simply this ? @primnum==@numprim-(rint(rand(@Frame)*4)) haaaa!!! caught me own bug.....it really should be this @primnum==@numprim-(rint(rand(@Frame)*3))-1 (if you use *4 version, while you scrub quickly you'd think it's working.....but sometimes NOT....ie...there MUST be at least a -1 to protect overflow)
  5. changing vert order wrap

    oh bummer...that would throw a spanner in the works then
  6. changing vert order wrap

    Pointdeform ? (or in Max terms, skinwrap)
  7. in the voronoi, Cut tab, enter a small value in Cut Plane Offset.. then just apply an extrude after..
  8. Understanding VEXpression

    methinks be careful with int() It's TRUNCATING....not just casting to type int. So just randomly....round(1.8) = 2 but int(1.8) = 1 To me the original method is a bit 'convoluted'.....where you'd need to digest this bit of info: fit01(num, newmin, newmax) Returns a number between newmin and newmax that is relative to num in the range between 0 and 1. If the value is outside the 0 to 1 it will be clamped to the new range. ...the 'outside' range bit... So I've fooled around with other methods...personally, I prefer the last....where you know it's one or the other..so simply add 1..assuming object names are obj1 and obj2... fit.hipnc
  9. here are several ways... group_everything_else_question_vu.hipnc
  10. The Array Enigma 101

    @distance = distance(@P, point(0, "P", @nearpt[1])); this finds dist between current point being processed, @P, and its nearest neighbour....@nearpt[0] would be ITSELF...so we skip to @nearpt[1] However, I'm puzzled why your statement v@nearpt = pcfind(0, "P", @ptnum, 10.0, 2); works tho ?...to me it should be v@nearpt = pcfind(0, "P", @P, 10.0, 2); can someone explain ?
  11. Volleyball

    So someone posted "I modelled a soccerball".......really ? It's virtually pre-made for you in Houdini already. Here's a tougher challenge, procedurally model a volleyball....not just the standard 3 stripes....how about ANY number of stripes ? Won't post file yet...so ppl can have a go themselves.
  12. Grouping overlap

    ahh..that's an annoying gotcha....(it is annoying in the 'group by bbox' sense that is, you would have thought it should be smart enough to know 2 intersecting volumes means 'union'). all you have to do is add a Boolean after the merge....so by default, the Bool will resolve the 2 self intersecting spheres...
  13. Color Growth based on age

    mine's a bit clunky... infecting based on age_vu.hipnc
  14. Ocean warp

    ahh...WTH..i'll give it a go...as you can tell from the tone..I don't know WTH I'm doin'... Basically, create Ocean surface (yeah booooo hisssss for using shelf tool, as said, see previous sentence)...you see it uses a grid by default....so...why not stick in a donut...? Docean.hipnc
  15. simple if statement not working

    Camel case works...ie. FrameNumber is fine. But your logic is screwed. First, you have if(@Frame<chi("FrameNumber")){ removepoint(0,@ptnum); } and you said "if the current frame number is greater than this value then delete the points coming from the first input ?? Well, no...if LESS than, then remove...so are you sure whatever logic is right here ? Second, the timeshift is a moving target...ie. $F+20....so it's ALWAYS moving...you'll never hit it....(ie. whether you use greater than or less than, it'll always be true or false....but never hit a tipping point where it CHANGES true to false or false to true) If you explicitly set in timeshift frame to say 20, then the tipping point will be at frame 20.
  16. Simple Circle Packing

    I did try the pressButton() method.....but couldn't get it to work.....I'll try it again, maybe it was just some sort of typo on my part. Thanks. EDIT: well waddayaknow....just tried it again and it worked !!!....yeah must have been a typo previous times I tried it. anyway FYI, hou.node('../solver1').parm('resimulate').pressButton() works...(change to python language, of course)
  17. Simple Circle Packing

    This is a simple circle / sphere packing scene. It is very simple, suitable for beginners to dissect and fool around with. For now, if you change some param, like Repel and you see the BLUE cached frames on the timeline hasn't been cleared out...then you have to click the Reset Sim button on the Solver node....yeah tiny PIA...hence my question below... (Does anyone know how to create a button in Param Editor to push the Reset Sim button in the solver ?) vu_SimplePacking.hipnc
  18. Jigsaw Puzzle

    As if figuring out Houdini is not hard enough by itself.... HDA uploaded, use Show Blueprint while tweaking params...
  19. pop forces talking to rbd packed objects

    just fumbling around...don't take this as an expert solution.... popforces_talking_to_rbdpacked_vu.hipnc (if you don't want to bother with transferring group in the assemble, you can wipe that out, move the group SOP to below the assemble, change to Points...works the same)
  20. Point Levelling Question

    not sure if I'm on the right track here...but here's an attempt. Try disabling prevy = curpos.y; and see if that's more like it...(I doubt it) vu_levelling.hipnc
  21. Volleyball

    all nice.... OK, here's mine, as usual...non-VEX approach vu_Volleyball.hipnc
  22. inverted collisions rbd

    I just went into Bullet data tab, changed to Concave.....works....
  23. Delete segment of a curve

    here's my way...(left branch) delete_segment_02_vu.hipnc
  24. Noise propogating in circles

    just a warning....if you plan to emit particles from this, make sure you RESET pscale back to 1 after you copied out the successively larger rings...otherwise, if you have them colliding with a ground plane say...you'd get a weird conical shape cuz...the outside particles are 'larger'...instead of the default 1. hmm..well that's in theory....in practice...I had to reset it to 0 !.....doesn't make sense...here's that file, see if you can figure out why pscale should be reset to 0 instead of 1... (so I guess a particle is just a point...ie. radius/pscale = 0, my bad for thinking of default 1) vu_stackedCircles_particles.hipnc
  25. soft transform crash

    earliest I can go back to is 16.0.736 ...works... Latest, 16.5.496....works too.