Jump to content

MadMax50

Members
  • Content count

    25
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About MadMax50

  • Rank
    Peon

Personal Information

  • Name
    Maze
  • Location
    LA
  1. vellum grains attributes

    @toadstormThank you !
  2. fireworks forming shapes

    @jkunz07 ahh i see, that makes sense. really appreciate the explanation. Thanks !
  3. vellum grains attributes

    @toadstorm Ah i see. thank you for the file. What would the attributes for vellum be in terms of stiffness. I am trying to art direct some clumping. Do I break the constraints like in a RBD workflow with a sopsolver? appreciate the help !
  4. fireworks forming shapes

    @jkunz07 great file! very interesting how you got it to work with vex. I understand the random input part but I am a little confused on this part in the point expression : floor(random(i@id)*npoints(which_input))) / vector(2.); what exactly is going on here ? why do we need to no the npoints? Also, what exactly is vector(2.); doing ? thanks for you time !
  5. vellum grains attributes

    anyone ?
  6. vellum grains attributes

    hello, I am trying to get rigid clumping in my vellum grains simulation. I have applied a noise to the grains and mapped that to "attractionweight" and "attractionstiffness". Then I made sure to turn the "attraction weight" in the vellum solver to 1. I must be missing something else, but I can't seem to figure out what it is. Seems like it is ignoring my attributes I created. I will attach my scene file for anyone that wants to look. Thank you. vellum_grains_attributes_rd.hipnc
  7. custom velocity houdini 17

    @Atom Thank you this works great
  8. custom velocity houdini 17

    hey , I am currently switching over to houdini 17 and I am trying to get my custom velocity to work with my smoke sim. I am rasterizing my v attribute and importing it in the correct way in dops ( I think). I can correctly visualize it in sops as well using a volume trail. I feel like i am close but i must be missing something small.. I will attach my scene file thank you. custom_vel_h17.hipnc
  9. nested if statements

    @anim This works great ! I never would have guessed to put an attribute copy to the rest constraints. I have a much better understanding of how the sop solver works now in dops. Thank you !!
  10. nested if statements

    @animThank you anim. That makes sense, but unfortunately it still isn't doing what is expected. i have both methods in there using @primid as you said. Maybe you can take a look... appreciate the help nested_rbd2.hipnc
  11. nested if statements

    @SepuThank you. I am trying to keep f@strength=-1 and delete everything else when it gets below a certain Y value. Basically i am trying to achieve an rbd sim that breaks below a certain Y value but some pieces stay together. I'll attach my scene with the simple rbd sim to show you what I mean. I implemented your method into it but I am not sure how I will achieve this without another if statement in there. Thank you. nested_rbd.hipnc
  12. nested if statements

    hello, I am trying to get a nested if statement to work properly in sops. First I have my constraints being deleted by the Y value then if the Y value is less than a certain value , I want to set @strength=-1 based on a random condition. Then i want to delete all the constraints that are not @strength=-1 The result should just be only the constraints that are @strength=-1 if it is below a certain @P.y value. I am not sure what I am doing wrong here... float myRand= rand(@primnum*234.234); f@strength=100; if(@P.y<chf("Thresh_Y")){ if(myRand>chf("Thresh")){ f@strength=-1; if(f@strength>0){ removeprim(0,@primnum,0); } } } I will also attach my scene file for anyone that wants to take a look Thank you. nested_if_statements.hipnc
  13. sample velocity in dops

    @anim Thank you for the file. helped out a lot !
  14. sample velocity in dops

    hello, I have a custom velocity field that i created in sops and i want to sample it in a particle simulation. I know that i can easily use the pop advect node but i want to learn how to use the "volumesamplev" vex function for this. It seems like i have everything in order but the particles are not moving. I think i need a little guidance on this...i will attach my scene file for anyone that wants to take a look. thank you! volumesample v.hipnc
  15. Hello, I am currently reading the solver page on cigiwiki here: http://www.tokeru.com/cgwiki/index.php?title=The_solver_sop I am at the second example where he talks about faked physics. (the ball falling with gravity) I got everything to work but I am curious to know why I am able to initialize some attributes inside the solver but not others. I can't initialize the @v attribute inside the solver but I am able to initialize the @gravity just fine. He states this " Something to keep in mind with solvers is to ensure any values you plan to change within the solver, are initialised before the solver. It's easy to forget this, and do your value initialisations inside the solver, and it doesn't work as you expect. Here for example, you could define @gravity inside the solver, and that's fine, because it doesn't change. If you do that with @v though, the ball just sails up and away forever. This is because you're not letting @v use the result of the previous frame's result of @v, so it never gets adjusted. I don't really understand the last sentence : This is because you're not letting @v use the result of the previous frame's result of @v, so it never gets adjusted. why is @v is not using the previous frames result inside the solver but @gravity does?? I will attach the scene file. Thank you! Solver_fake_physics_demo.hipnc
×