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Everything posted by MadMax50

  1. 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
  2. bullet solver h18 problem

    @Noobini Your right, thats it. Thank you.
  3. 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
  4. 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
  5. pyro clustering velocity

  6. 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
  7. 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.
  8. learning foreach loop in vex

    @pabcouWow thank you. This is definitely much easier to understand. Thanks!
  9. 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 .
  10. 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 ?
  11. 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.
  12. 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
  13. Mixing Position based on active frame

    @vicvvshAhh makes sense, thank you again!
  14. 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
  15. 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..
  16. Mixing Position based on active frame

    @vicvvsh Thank you very much this works great!
  17. RBD constraint custom attribute not working h17.5

    @anim thanks for the reply. I seem to still be getting a constant value of 1 for my stiffness on the constraint geo after constraint properties. I restarted Houdini and still the same issue...Perhaps it's a bug. I am using Houdini 17.5.173 .
  18. Hello, I am working through the new RBD constraint tools in H17.5 , specifically the new options for the "RBD constraint properties" node . I am creating a custom stiffness attribute before the properties node and it seems like my attribute does not update even though I have it set to the "scale by attribute option". It always resets to 1 and not my custom attribute. I am not sure what the issue is here... I will attach my scene file for anyone that wants to take a look. Thank you custom_stiffness_attib_h175.hip
  19. Gradient based of normal

    @RyanThanks man. This works great
  20. Gradient based of normal

    Hey ! I am trying to achieve a gradient based on my normal direction. For example if my Normal is set to (0,0,1), i want a black and white falloff in that direction. I already made this happen (sort of), but my issue is when I inverse the Normal like (0,0,-1), my color turns black. Is there anyway to fix this? Thanks! Normal_Gradient.hip
  21. 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
  22. Hello, I have a small problem regarding a slow viewport in Houdini. When I zoom close to a pyro simulation and try to pan around it, the viewport will be noticeably slow and laggy. This would make sense if I had a basic graphics card but I am currently running on the NVIDIA Quadro M5000 graphics card with (8gb vram). I also have a dual monitor setup: 4K 32 inch and a HD 27 inch . I know that the 4k monitor would require more power to run but I thought that the quadro m5000 would handle it no problem. The rest of my machine is a dual xeon setup with 64 gb of ram. So overall it's a very powerful machine that should handle houdini viewport no problem but it doesn't seem to at all. and yes I have already updated the graphic card drivers. Would love to hear any thoughts. Thank you!
  23. vellum grains attributes

    @toadstormThank you !
  24. 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