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  1. bullet solver h18 problem

    @Noobini Your right, thats it. Thank you.
  2. bullet solver h18 problem

    Hello, I am trying to get the deforming attribute to work in the new sop level bullet solver. I am simply writing this in a wrangle after my packed pieces and plugging it in. i@deforming = 1; i@active = 0; if(@Frame>10){ i@deforming=0; i@active=1; } When I hit play, my pieces start going crazy after frame 10. I tested this out in a normal dopnet and it works fine. It seems like there is something going on with the sop level bullet solver that im missing. Has anyone had this issue? I will attach my scene file for anyone that wants to take a look Thank you rbd_h18_deforming.hipnc
  3. pump volume h18

    Hello, This is more of a general question about how to properly inject "pump" velocity in h18. First, What excactly is the "pump" doing? Why can't I just bring in my "v" attribute . What is the difference between velocity and "pump" ? Also, when I create a pump from the shelf tool under the populate containers tab. Houdini creates a Flip source to create the "pump" volume. Why is this? Are there no pyro tools to create this "pump" volume? I will attach some screenshots and my file. Thank you pump_h18.hipnc
  4. pyro clustering velocity

  5. align a pyro cache

    Here is a crazy question. I have a simple pyro sim - frozen on one frame. lets call this Original cache Then i take original cache and move it, scale it with multiple transforms. lets call this Modified cache. Is there a way I can get Modified cache to align perfectly back to the original position of the Original cache without having to do a bunch of inverse transforms? I thought the align tool or match axis would help me but I must be doing something wrong. align_pyro_cache_with_itself.hip
  6. learning foreach loop in vex

    @pabcouWow thank you. This is definitely much easier to understand. Thanks!
  7. learning foreach loop in vex

    @mestela Thank you for the reply. That makes sense to me now. I guess the reason for my original question of this thread was to get as many examples as I can to understand for loops in vex. I went through the examples on Joy of Vex talking about loops in relation to the nearpoints function but I think I need to see even more examples of how they work. That is why I thought my randomize color based of @class idea was going to be a fairly basic example but apparently not haha. I already started a master file for all the for loop examples I came across so far. Thank you .
  8. learning foreach loop in vex

    @flcc @pabcou @ColecloughGeorge @ikoon Thank you everyone for the help. I will definitely be reading through those links you sent me. @ColecloughGeorgeThank you for the file. I didn't realize that doing something so simple would be that complicated with a foreach in vex. My follow up question with your code would have to be this: 1. What is the difference between a "for" and a "foreach". Aren't both doing pretty much the same thing ?
  9. learning foreach loop in vex

    @flccThank you for the response. I understand how to create array attributes manually. My issue is that I don't no how to get an existing attribute like @class created by the connectivity sop and store those values in an array. All the documentation I read up on does not explain this even on Mestelas Wiki or Joy of VEX. Perhaps I am thinking about arrays differently than they are supposed to be used? Would love to get any insight. Thanks again.
  10. learning foreach loop in vex

    Hello, I am trying to understand the foreach loop in vex. I want to loop over my boxes and assign a random color to it. So if the structure of the foreach loop is like this: foreach( element; array) { // do things to element } So if I were to apply this to my example of randomizing color on boxes: the "array" should be the class attribute stored in a custom array... and the "element" should be the iteration of each class right ? I'm stuck on storing the class attribute into an array. I know how to make a custom array like this: float myclass[]={1,2,22,3,45}; but how would I store an attribute into an array? If anyone can give me a simple example of how this works. It would be much appreciated. Thank you.
  11. Trunc function- vex

    Hello I am going through "The Joy of Vex" tutorials and I came across a problem. I am on Day 8 where he is talking about noises. http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex8 I am on the last part where he gives the exercises but I can't get it to do what he is explaining. Basically I am trying to make some blocky noise with a custom slider using the Trunc function as he states: Can you make stepped noise? Blocky noise? Hint: When we did quantising in an earlier lesson we took our distance 'd' and trunc'd it to reduce its precision. Here, you'd want to copy @P to a temp vector pos, quantise it, and feed that result to noise (see gif below) I get really close but I don't know how he is controlling it with a slider. My noise looks very faded and disapears after a certain value. I am just trying to ahieve the same effect in the gif I will attach my scene for anyone that wants to take a look Thank you trunc.hip
  12. Mixing Position based on active frame

    @vicvvshAhh makes sense, thank you again!
  13. Mixing Position based on active frame

    @vicvvshhey I have a quick question. In the expression you used to flatten out the Y position you wrote this: @P.y = getbbox_min(0)[1]; What exactly is (0) and [1] doing ? In the getbbox_min help it states: vector getbbox_min(<geometry>geometry, string primgroup) But I am still not sure what it means by the "string primgroup". and it also says thats the context for a vector whereas P.y is a float. A little confusing..
  14. Mixing Position based on active frame

    @vicvvsh Thank you very much this works great!
  15. Hello everyone So I have a small issue in vex. I have a start frame attribute moving progressively across a terrain. Now, I want to mix two states of geometry based on when my start frame happens. The value of the mix will be controlled by a ramp which will progressively mix from one state to another over a given number of frames. I almost have it working but it seems like my point positions are being stretched in one axis and not respecting the positions of the geometry I am working with. I am basically following this great presentation by Keith Kamholz and trying to recreate what he is teaching. You can see the effect I am trying to achieve at 22:32 minutes in I will attach my file if anyone wants to take a look Thank you mixing_based_on_active.hip