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pxptpw last won the day on December 3 2018

pxptpw had the most liked content!

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  1. Font match each primtive number

    here is your file attached with the matching primitive number odforce_foreach_02_mod.hiplc
  2. there was a post on custom stick from old school Jeff on the sidefx forum, modified that for h17 file attached , it uses gas match field , so you could set up stick for each object dont know if this was the question, but here you go custom_stick.hiplc
  3. select one face skip one, and so one

    i might be wrong about what you need but , another way of getting the result in h17 , the split sop , in the group you can specify number of primitives to split , 1-numberOfPrimitives:2 , splits into 2 streams according to the houdini doc , Split is designed to divide your geometry into two separate streams, the portion that matches the group and the portion that doesn’t.
  4. lightning shading

    dont know if this is what you need , but here you go a wrangle node and carve added to your setup lightning_mod.hipnc
  5. Hourglass Effect Help

    glad that you have found a better way to export to maya
  6. as people above have mentioned , here is a hip file , and houdini masterclass on shading is a good start , and it is a good source for shading in mantra mix.hiplc
  7. Spyrogif

    all of your posts are great quality work , just brilliant
  8. H17 flip Ocean extend / collision white water

    some wild whitewater splashes , the new white water solver is extremely stable and this is with the moving tank collision with ocean integration as earlier ,
  9. wavy_vellum_pressure

    some test with vellum pressure wavy_pressure_vellum.hiplc
  10. Hourglass Effect Help

    One way of achieving this would be , with grains , negative force for flowing down and positve force for upward motion , or cache the downward flow , rotate it 180 file attached its a quick mock up , so you can model the hour glass to suit your needs, and to export it to maya , copy spheres to these points export as alembic hourGlass.hiplc
  11. h17 pyro custom velocity

    you are welcome guys, hope this helps , nothing fancy about the otl, its for repetitive tasks of making the normals follow along or outward and assigns the normals to velocity here it is pnt_normals_tools.hdalc
  12. new white water h17 and the moving collision with ocean integrate, the node marked ocean_surface does the same thing as the node marked fluid extend node except for multiple spectra combination , and the fluid extend (shelf tool created), i reckon from the sidefx masterclass its more of a speed thing i reckon, and the new white water solver is fast , well this animated gif does not show the subtitles and flow on the surface created from the white water , but if you render them out it , its quite stable , and here it is for anyone interested flip_toolset_oceanIntegerate.hiplc
  13. h17 pyro custom velocity

    anyone interested in the h17 pyro custom velocity.. normal_tools.hiplc
  14. stop combine

    is this what you are looking for stamp.hiplc
  15. its the same , they have split it up for speed and convenience, as they done in previous versions for the flip fluid meshing , one way of doing this is , for an example, make a tube on top of your sphere emitter (position it however you like) , say you want the smoke to move towards the created tube copy paste the pyro source created by the pyro shelf tool or create pyro source , connect the tube to the copied pyro source, in the pyro source mode drop down choose volume scatter, add a polyframe to after the pyro source , in the polyframe add TangentName to N, (normals facing towards the next point), (well you could do all this in a wrangle node , but as an example) add a wrangle and v@v = @N; add a volmue rasterize attribute or copy paste from the one created by pyro shelf tool, add a null after this call it OUT_vel, in your Dop , either copy the volume source or create one , and point the sop path to OUT_vel and connect this node to the merge node and this should move the smoke towards the created velocity