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About Smicksus

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    Peon

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    Boy
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    Netherlands
  1. Hi Magicians, I want to run a cloth simulation where I transfer Cd onto my base cloth geo with a moving object. The Cd attribute will affect the restlenght. Now it works good but only for the first frame. Does the vellum solver only take the first frame before it goes to simulate that? Is there a wway I tell the solver to take the to be solved object and check it each frame? I've attached the ptoject. Any help is welcome, thanks in advance! Vellum_updatinggeometry.hip
  2. Hi peeps, Maybe someone can help me achieve this. I followed a tutorial by Antengma on how you can make lines between points with a specific searchradius. (That is the code I'm using in the wrangle) Now for this particular setup, I want only the red points to draw lines between the blue points. My guess was to put the red points in geo handle 2 and set the nearpoints(0, @P, searchrad); to nearpoints(1, @P, searchrad); This didn't work... Can someone alaborate? Thanks in advance!
  3. Thank you! That's awesome, it works. This will save me some time in the future
  4. Hi, Is there a way I can add my own custom wrangles to the examples dropdown list? (Image attached for clarification)
  5. Hi peeps, I'm busy with a project where I want some pops being moved away. from a surface that is animating on a mountain sop. My question is how do I let my pops follow the geo surface that is deforming? No my pops just take over the first frame of my moving geometry. I've added the HipFile for someone that wants to take look. (I'm using H19) cheers particle_emitter_system.hip
  6. Hi Magicians, I'm just try another shot here at my problem in the hope someone can solve this problem. In short the problem is that when using deforming geometry from a VDB volume back to geometry and then let that collide with Vellum grains, the grains are exploding all over the place. In this Reddit thread you can follow some updates on things we've tried to tackle.. Here are also some updates in the HIP files of you look trough the Thread. I will attach the latest version to this post as well. If someone can help me that would mean so much to me as I'm struggling for weeks with this now without a working solution. You are already awesome for taking a look into this Thanks in Advance. example_sand_setup_v2.hip
  7. Hi Magicians! I'm having trouble setting up my grain sim for a personal project I'm doing to get a better understanding of the mechanics in Houdini. In short I have a growing coral object which have to interact with my grains whilst it is growing. In my understanding what is going wrong. My vdb collision source is to jittery when it grows in my grains the vdb creates not smooth enough. I've tried adding a retime to my object to let it go more easy in my simulation but the problem keeps happening. If I go trough it frame by frame the vdb creates a surface and the next frame it is suddenly larger and that causes the grains to explode? Can someone please look into my .hip file to see if someone can fix my issue? I realy want to know the solution to this. I hope someone is willing to help me So much thanks in advance for the one that can help me with this. growing_object_grains.hip
  8. oh wow thank you for that great free recource! I'm sure I can work myself out of my problem now
  9. Hi there, I had some trouble with my vellum grains simulation. As I use deforming geo for my collision (it's a collider from a growing volume converted back to geo) When the collision happens with the deforming geo the grains go all haywire. Adding subframes in the vellum solver doesn't help. The issue is that I have subframes in my grains but probably not in my collsion geo. I read I can achieve that with a retime node. Altough I have no clue how I actualy get subframes with that.. Do any of you have a good tutorial or can explain to me how this works? Oh and if you think I'm wrong with adding subframes to my collision geo, please let me know. I'm realy looking for any solution realy. If you're curious to what my problem involves please look at the provided HIP file. TLDR: How does the retime node work, to add subframes to a collsion source for vellum grains? example_sand(Houdini18).hip
  10. Thank you for that! I might have to look into how I can add subframes to my collision data. I never tought about that. Do you maybe have a source for a tutorial on using the retime node to get subframes in my collsion source?
  11. Hi Magicians, I've a collsion container wich my grains can fall in and settle. That works, but when my container get's eaten away where I want my grains to fall trough all the grains explode. I've tried increasing the substeps for the solver aswell as the collision passes but that dosn't seem to help... Can someone please look into my hipfile and tell me what I can do to get a better result? Thanks so much in advance! example_sand.hip
  12. Use variables as channel controllers

    @Ziyad @Atom It works! Thank you so much! This opens a lot of possibilities for me Thank you for explaining this part as well! I was already wondering why my sphere disappeared when I connected a wrangle to it. I thought it had to do with a bad wrangle or something.. But this makes a lot of cense. Does this only occur with generators? Thank you @Atom for your example-layout on how to go around this. Can't wait to make new setups with this information. Thanks again!
  13. hello magicians! I hope someone can help me with a question I have in understanding Houdini better. So I try to understand how I can make a variable in a wrangle and use that variable's value in a channel. To try this out for myself I've created a simple assignment: -Make a wrangle that contains a variable. In this case: i@myvar = @Time; -Use @myvar to drive the frequency of a sphere. In the attached image you can see what exactly I did. And I think I'm doing something wrong in the sphere's channel expression. I used @myvar but the info says "Local variable ''myvar" not found" Can someone please help me with this challenge? You get bonus points if you also can teach me how to do this all in one wrangle. (so that I don't have to write a channel expression in the frequency of the sphere, but directly access that in the wrangle itself.) But I don't know if that would be possible Thanks in advance guys! I'm really enjoying my learning progress in Houdini.
  14. Posted 1 hour ago Thanks for that, that was what I was looking for Can you maybe help me with a follow-up question? I just tested it out with a simple attribute wrangle, where I made a polygon sphere and looked what the attribute of the frequency is. Which should be @freq then? I made a simple expression with : @freq = 4; This should set the sphere at a frequency of 4 but it doesn't do it? Am I missing anything?
  15. Thanks for that, that was what I was looking for Can you maybe help me with a follow-up question? I just tested it out with a simple attribute wrangle, where I made a polygon sphere and looked what the attribute of the frequency is. Which should be @freq then? I made a simple expression with : @freq = 4; This should set the sphere at a frequency of 4 but it doesn't do it? Am I missing anything?
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