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Everything posted by pxptpw

  1. not going to for loop here , thanks and keep it going Jeff
  2. Forming Shape while emitting smoke

    did some small tweaks , and here is the modified version , hope this helps ShapeFormBySmoke_test_mod.hipnc
  3. Font match each primtive number

    here is your file attached with the matching primitive number odforce_foreach_02_mod.hiplc
  4. 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
  5. 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.
  6. 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
  7. Hourglass Effect Help

    glad that you have found a better way to export to maya
  8. 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
  9. Spyrogif

    all of your posts are great quality work , just brilliant
  10. 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 ,
  11. 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
  12. wavy_vellum_pressure

    some test with vellum pressure wavy_pressure_vellum.hiplc
  13. 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
  14. 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
  15. h17 pyro custom velocity

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

    is this what you are looking for stamp.hiplc
  17. 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
  18. on the redshift forced matte parameter, keyframe the channel , and then type in atoms script , right click on the parameter and change the expression language to python, and this returns the desired results
  19. Setting up production shot using script

    you can look into houdini python hou module to achieve these tasks mentioned above , side fx website help contents hou (website could be refined/updated a bit more) but this where you could start, and there are a bunch of other great websites which can help you on getting started
  20. How to connect points to other points by attributes?

    one way of doing this would be, with the a couple of foreach loop nodes every line would have a start which is 0 and the end, number of points -1 , and then you can use the fuse sop to connect between the points , this is the bear bones of achieving this or search closest point and add a line , fuse them , resample points, file below joinconnect.hiplc
  21. Use a portion of $HIPNAME in ROP

    so from combing through other similar posts , from lukeiamyourfather post on this topic , houdinitricks.com/create-custom-global-variables-houdini/ and mainly sidefx content help for ex : your scene name = blah_some_someotheting_v016 so when you have the 123.py or 456.py from the scripts folder , and your python hou module in either one of those import hou hou.putenv("VERNAME", hou.expandString("$HIPNAME").split("_").pop()) and when you restart houdini , in the textport echo $VERNAME it would return the version number v016 hope this help anyone looking for this
  22. Make smoke follow a curve


    the issue seems to be the nvidia graphics card, in the sideEffects forum , they have a detailed explanation for this , try adding this to your houdini.env code, HOUDINI_OCL_DEVICETYPE=CPU so instead of using the graphics card , it pipes the OCL to cpu integarated gprahics device , worked for me , https://www.sidefx.com/forum/topic/51631/ and there are other posts on opencl as well,
  24. on the same topic as volume renders go, have rendered volume with redshift ,native mantra and arnold, reckon its no brainer that redshift is way faster , on some comparisons volume looks finer when rendered with mantra , but having said that , redshift is defenitley great gpu render engine and have got some fine renders out of redshift as well
  25. Learning Curve of Popular 3D Software

    pic from LaidlawFx is hilarious