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About MadMax50

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  1. clamping vel in pyro sim

    @bunkerMuch better solution, Thank you !!
  2. clamping vel in pyro sim

    Hello, Is there a way to make a pyro sim travel at a constant speed. I tried to clamp the vel but I dont think im doing it correctly. In a gas field wrangle I am writing this: v@vel.y=clamp(@vel.y, -.5, .5); v@vel.x=clamp(@vel.x, -.5, .5); v@vel.z=clamp(@vel.z, -.5, .5); I think its working but I was wondering if there was a better way to achieve this I will attach my hip file Thank you clamp_vel_pyro.hip
  3. pcfind function question

    @anim Thank you for the reply anim. Not sure I understand fully. How is the pcfind function searching for the closest point ? Isn't it based of distance? Why would it matter if the @Cd value is the same . Thank you
  4. pcfind function question

    Hi,I have a question in regards to the pcfind function. I notice that when I look up the @P attribute I get a random point order in my array vs when I look up the @Cd attribute. Why am I getting a random point order in my array when I use @P vs when I use @Cd. The expressions im using is this: i[]@test = pcfind(1,"P",@P,100,5); returns: [ 29, 15, 6, 20, 22 ] [ 19, 4, 12, 20, 8 ] [ 28, 2, 18, 11, 35 ] [ 28, 2, 14, 18, 22 ] ... ... i[]@test = pcfind(1,"P",@Cd,100,5); returns: [ 29, 15, 6, 20, 22 ] [ 29, 15, 6, 20, 22 ] [ 29, 15, 6, 20, 22 ] [ 29, 15, 6, 20, 22 ] ... ... As you can see, The @Cd lookup is returning all the same point order in the array , whereas the @P lookup is giving me a random point order. Why is this ? I will attach my file for anyone that wants to see. Thank you pcfind_attributes.hipnc
  5. trying to understand primuv function

    @toadstorm very interesting. Thank you. makes perfect sense
  6. trying to understand primuv function

    @toadstorm Thanks for the reply toadstorm. That makes a lot more sense. I wanted to do some examples only using the primuv so that I have a solid understanding of this function before I use it in conjunction with xyzdist. That being said, can I throw another problem at you? I'm using the primuv function inside of a for loop and my goal is to set a point in the middle of each primitive of a grid. I have 20 points and im feeding it into a wrangle like this: vector uv = set(0.5, 0.5, 0); for(int i=0; i<20; i++){ @P=primuv(1,"P", i ,uv); } However, the points only move towards 1 primitive. I thought that using the iteration number as the primnum would work but it seems like i'm missing something here Thanks for the help primuv_understanding2.hipnc
  7. Hello, I am trying to understand primuv a little better . All I would like to do is get my particles sticking to the surface of the character in dops. I am writing this in a pop wrangle: vector primuv; int prim; v@sample=primuv(1, "P", prim, primuv); v@P = v@sample; For some reason, it's only returning the position of 1 point. Why isn't it returning the position of all the points ? I will attach my file for anyone that wants to take a look Thank you primuv_understanding.hipnc
  8. Hello I am curious to know how the "Adjacency Array Attribute" parameter works in the find shortest path sop. It states in the help file: If enabled, this specifies a point attribute that indicates to add directed edges from each point to the points whose numbers are in the array. In this case, Point Cost Attribute can optionally be an array attribute whose entries correspond with costs added to these edges, in addition to any other costs. This is a bit confusing to me though. Am I supposed to make a point array attribute before the findshortestpath sop ? How does this work exactly and what would it be used for ? I tried to make an array of points and use that attribute but im not getting any visible results Thank you find_shortest_path_neighbours.hipnc
  9. bullet solver h18 problem

    @Noobini Your right, thats it. Thank you.
  10. 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
  11. 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
  12. pyro clustering velocity

  13. 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
  14. learning foreach loop in vex

    @pabcouWow thank you. This is definitely much easier to understand. Thanks!