Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

1 Neutral

About lulu01

  • Rank

Personal Information

  • Name
  1. While loop won't stop?

    Good to know, thanks a bunch!
  2. While loop won't stop?

    Indeed a While loop does not work in this example, thanks for pointing that out! Now that I know this the next step for my little experiment is to change an Element in an array, just like I change the @P.x value within a solver. The goals is to change the third element in the array, by subtracting 1 per loop. How would this work? I already tried a Push, Append, insert function. But some I can't specify the array element, or I just add a new element to the array, and does not loop the action. I'm clearly doing something wrong here, please someone tell me the logic behind this problem i[]@array = {0,1,2,3}; //_Array string dir = chs('dir'); //_input float steps = chf("steps"); //_input i@check = @array[3]; if(dir == 'F' && @P.x <= steps) //_Condition { @P.x += .1; //_Action @array[3] -= 1; //_Substract element per loop??? } Change_element.hipnc
  3. Hey, I'm trying to understand the while loop in Houdini VEX using a solver, but having trouble understanding it. I've got 1 point connected to a solver, with a point wrangle inside using this code: while(@P.x <= 10) { @P.x += .1; if(@P.x >= 10) { break; } } its nothing fancy just trying out the basics, but for some reason the loop won't stop after the condition is met. Neither the breaks help, what I'm doing wrong? I also got this one below, but in this one the code makes the point slow down after the condition is met? int i = 0; while(i <= 10) { @P.x += .1; i++; if(@P.x >= 10.0) { break; } }
  4. FLIP Fluid Attribute Control

    Thx for the info vtrvtr, this really helps a lot.
  5. FLIP Fluid Attribute Control

    Hey, I'm learning FLIP Fluids and I would like to control Density and Viscosity attributes locally. I'm having some trouble learning Advanced Fluids, most tutorials use the fluid source, which is replaced by the Flip Source and its a bit confusing. Also I can't find a good introduction to the microsolvers, expect for the Houdini Documentation of course. For my project I like to use the @Cd as driver for fluid attributes, but I don't know how to use color data in a Dop environment. If people have some nice tricks for controlling Fluid Attributes, please drop a comment.
  6. Hey, I got this 3D scan of a hand model and used the topobuild to create new topology. With the Texture Bake I like export the displacement and diffuse map, but the new displacement and diffuse maps are useless. I thought it's had to do with the Texture Bake > Ray Bias, but it's not working for me. If somebody wants to have a look at the files check link https://we.tl/t-8ZB4TFSdwn and if you have any information, plz drop a reaction. Files:
  7. Thx, I found out the normals cusp angle was too small, this creates color different on the surface of the mesh. The texture was fine
  8. I fixed the error problem, I need to bake the texture as an .rat The texture has no black lines anymore, but the transition between uv island are still visible on the texture model. If someone got a solution for this?
  9. Hey, I believe Border Expansion could work, but it not working out direct. I can bake the texture using Mplay, but I understand that Border Expansion only works when you render to disk, only then I get a long error. Plz check out the files if you want to see it for your self. Hand_TexBake.zip
  10. Hey, So I found a hand model with UVs and Texture maps online, but the topologie was wrong. I used the Topobuild to draw over the old model, making a mesh right for animation. Lastly I baked the texture from the old model to the new model. Here is where the problem arises. The texture bake shows black lines where the uv border are (See Screenshot). How can I remove the black lines and why are they there in the first place. I'm still new to texture baking and im having a hard time understanding the whole process.
  11. Hey, I emit a bunch of particles on the surface of an animated box and use the 'Pop Collision Detect' to stick to particles on the surface of the animated box. Later in time I like to deactivate the 'Pop Collision Detect' by a moving bounding box, so that the particles can be affected by different forces. Of Course this does not work in POPs, because POPs does not work like SOP. Could someone help me with this example and explain how to control parameters in time within POP and DOP. Deactivate_Particles.hiplc
  12. VEX Function: npointsgroup

    Thank you so much, I understand what I did wrong . You guys where very helpful.
  13. Hi, Im started out learning vex and exploring different type of function. Im trying out the if statement in combination with the npointsgroup function. In the example I got a point grid, with a point group. I like to use the if statement to make the grouped points green. Sound super basic right, but its not working out for me. What I'm doing wrong here?
  14. Recently I check Rohan Dalvi Procedural texturing and baking lessons and it really useful for learning Texture Baking. But the reason I bought this tutorial series was to get a better understanding behind the concept on baking. What I really want to learn is, how to bake lightmaps using Redshift, but there is little information on the subject. I check the documentation on the redshift website (https://docs.redshift3d.com/display/RSDOCS/Baking), but honestly, I don't understand anything even after I learned how to do texture baking. The process goes like this: 1. Creating an appropriate unwrapped UV channel that will be used by baking 2. Creating and configuring one or more bake sets 3. Setting up the AOVs 4. Executing the bake It starts for me at step 2, do I need to use the bake texture note? 3. Why do I need to set up AOV and how is this connected to the bake texture note. Am I missing some important information here? If somebody could explain to me step by step how do to create a Lightmap using Redshift? Currently, I'm using Houdini 16 and Redshift 2.5.32.
  15. Hi, So I came across a problem, I like to create a flight route for a plane, but I don't want the plane to crash into an object. I managed to create a curve (flight route) that can avoid a point, so the curve goes around the point...GREAT!!! (Check Screenshot 1) But if I want to avoid a large area, lets call it a "no-flight zone", the code has some sort of scaling limitation. (Check Screenshot 2) I've checked the code several times, but I can't find the solution, can somebody help me out? No_Flight_Zone.hip