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About Drughi

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    Johannes Heintz

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  1. Hello! I'm stuggling with texturing my crowd. Random texturing for the agents themselves works fine, but I've added shapes which I can't adress in the stylesheet. It seems like I'm loosing my primitive group when adding the shape to the agent layer. So my question is: How to keep the shapes primitive group when adding to the agentlayer? Or am I missing something and there is another way of applying (random) textures on the added shapes?
  2. Fluid solver from scratch

    Awesome man! What stupid mistake. Thanks alot! <3
  3. Hello, I'm currently trying to recreate the masterclass "Building Fluid Solvers from Scratch". The Problem is, that my density field gets advected only in the first frame. Am I missing something? I attached the file. Smoke Solver from Scratch.hip
  4. Wire solver feathers, question

    Hey! If you had been using the search function you would have found this (with scene file): If you want to do more research: https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/Msc05/mnewport_MastersThesis.pdf http://oaktrust.library.tamu.edu/bitstream/handle/1969.1/ETD-TAMU-2011-12-10635/HOWARD-THESIS.pdf Cheers
  5. poly reduce tool has changed

    Just use the fuse node.
  6. Nvidia Flex implementation

    Your right. Thanks for your reply!
  7. Hello! I´m excited about Nvidia Flex. I´ve seen the Implementation of Pedro Cabrera and wonder how to do the same thing in Houdini. What would be a good starting point to do so? I know some Python and Vex. This would be a fun project to learn more. Is someone with me? Maybe we can figure it out together https://developer.nvidia.com/flex
  8. @P = @oldpos -> not working

    Thanks a lot!
  9. Hello! If you take two wrangles. The first one is: v@oldpos = @P; the second one is: @P = @oldpos; Shouldn't the result be just the same? I'm ending up having just some points clustered on the y axis. strange.hiplc
  10. Font subdivisions

    Cool, thank you!
  11. Font subdivisions

    Hello people, can someone explain to me, how to remove this unnecessary Edge?
  12. Scale based on scattered points

    Awesome man! This is exactly what i was looking for! Thank you <3
  13. Scale based on scattered points

    Ok, interesting! But I really want to scale towards the scatterd points. The final result should still be a flat plane.
  14. Hello people, so far i´ve just red here. So first of all thanks for being this awesome community! I´m trying to scale geometry based on scatterd points in a way like the soft transform node does in sop. The pivot of each transformation should be centered to each particle. The end result I´m after is some kind of goosebump effect. goosebumps.hiplc