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About marcoF

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    marco fontan
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  1. How to keyframe @frame outputs

    Hello community! Is there a way to control the @Frame value with a slider? Let's say I am moving a box in x with: @P.x += @Frame*chf("Speed"); I would like to control the Position of the box with an animated chf function to make the box slower and slower over time until it stops at a certain point. This progression would be nice to animate with a slider. But with the code above I only reset the cube to position 0 if i animate "Speed" to 0. Maybe there is something else than the @frame attrib to create some sort of time dependent counter? I also can't use solvers, need to stay in sop context. Would be awesome if somebody could give me a hint Cheers, Marco
  2. I found the solution by accident if somebody is interested. if you click on a parameter with the right mouse you can choose "reference-scene Data". And from there you can pick any object in your scene, local transform or world transform. So the solution was build in. I am still curious how to do that manually but for now it works like this.
  3. Here is a hip file if i didnt make myselfe quite clear. The Gradient that is dependent on the Sun position is inside the Cloud Geo. Im using Mops and qlib if somebody gets broken assetmessage. earthTransformGradient.hiplc
  4. Hello Houdini Folks, I am working on a Outer Space Scene where i have the Earth and the Sun. The Suns orbit around the Earth is controlled via the Sun beeing parented to a Null in the Center of the Earth. So far so good, but now i have no clue how to get the World Space Transformation Info from the Sun AFTER i have rotated the Null. The Problem is that the Transform of the Sunlight stays the same (i guess local). I need the Suns Position to control a tool that generates a gradient over the earth dependend from the suns position - Tool works perfect but now after Parent-Rotation doesnt fetch the correct Transform Data. Help would be very much appreciated cause im going nuts with such a basic thing since some hours Cheers, Marco
  5. Hi i just followed an entagma tutorial and wanted to render with redshift strands but saw a strange behavior redshift is doing. Does anybody know why my strands dont render correctly but are sowmhow distorted and duplicated? This also happens when i just put a simple sphere or grid to render. Not happening when i render a line node for example. Cheers, Marco
  6. Pyro/Flip velocity exchange

    Hi tamagochy, thanks for the reply. I will check out the video, thanks for helping Cheers, Marco
  7. Pyro/Flip velocity exchange

    I just got the Flip advected by the pyro sim with the "pop advect by volume" node. But i am still struggling with advecting my pyro sim with flip velocity.
  8. Hello, is there a way to bring the velocity from a flip simulation into a pyro network to advect the pyro with the liquid`s velocity and visa versa? I did not find any solution with the forum search so i thought ill ask directly. Cheers, Marco
  9. waterfall

    Hi i was wondering if u finished youre experiment. I am interested in this as well. Cheers, Marco
  10. pop netork inside solver

    The sop inside the dop network did exactly what i needed. Thx a lot for helping me out. Awesome
  11. pop netork inside solver

    Hello anim and Andrea, i will test the sop solver inside pop network like you suggested tomorrow when im back on my workstation. Thanks a lot for the tips and the hip file in the meanwhile. Cheers, Marco
  12. pop netork inside solver

    i cannot do the pop sim first cause i need new resampling every framestep. else the polylines get stretched out and lowpoly-looking. i will try the sop solver inside dop net. thx for the tip
  13. Toms "Learning Houdini" Gallery

    Hello! Really nice to follow ure Work. I especially like ure lines advected by pyro. How did u manage to resample the splines at every advection step? Or did u just start with a really high sampling resolution of the lines at the beginning? I am working on a similar setup and cant get the resampling done properly. Cheers, Marco
  14. Hello everybody. I am new to this Forum and wanna say hi to everybody, i was following a lot of things going on here already since some time and now its time for my first question I have following setup. I am advecting parallel copied lines by a volume (pyro) to get the lines moving like smoke. When the lines get advected they get stretched (points move away from each other) every frame until they get really low res on the top of the advection spot. My idea was to resample the lines every frame and put the resampled output back into the pop network. Logically i would do that with a solver. The problem is the solver lets my system dissappear. Is a pop network inside a sop solver not working and only working with geometry or do i do anything wrong? Would be awesome if somebody would know what i can do. Cheers, Marco