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Everything posted by isah_voodoo

  1. visualizing array in viewport

    Hi, I noticed when I visualize my array attribute in the viewport I get strange numbers that show up. What exactly are these numbers? Thanks array_viz.hipnc
  2. vellum grains exploding when animating attributes

    @vicvvshThank you ! I see what you added. This works great.
  3. Hello, I have a simple grains simulation that is being driven by and rbd simulation. My goal is to have the grains follow the rbd simulation for a few frames and then release from it so that it can naturally do its own thing. I am animating the pintoanimation and stopped attributes to do this. However, it ends up exploding in dops. Not sure why this is happening. I tried a number of things in the vellum solver but no luck I will attach my scene for anyone that wants to take a look Thanks grains_follow_target.hipnc
  4. vellum break pin constraint over time

    @Milad Savar Thank you. that helps.
  5. vellum break pin constraint over time

    Hello, Im following the rohan dalvi tutorial here: Im trying to break the pin points over time by animating the constraints properties inside the vellum solver. However it still stays attached even when I animate it down to 0. I made sure to set the Pin type to "Soft" like the way he does it. Any help would be greatly appreciated. Thank you vellum_breaking_pins.hipnc
  6. vellum break pin constraint over time

    @Milad Savar Wow awesome. Yeah that works thank you. What exactly did you do differently in this file to get it to work ? I noticed that the difference between your file and my original file is that you created a stretch group and used it in the constraints property. Why do we need to do this in order for it to work ? A bit confusing.
  7. vellum break pin constraint over time

    @Milad Savar Hi, I opened up your file and i'm still not getting anything. Which Houdini version are you using . Im using 18.0532. Thanks
  8. array and foreach question

    @DonRomano Thanks. Makes sense now
  9. array and foreach question

    Hello again, I have a quick question about arrays and foreach using vex if I have a line like this: i[]@pts= primpoints(0, @primnum); for(int i=0; i<len(@pts); i++){ v@pos = point(0, "P", @pts); } So this is basically getting the current point position of each point in the array and storing it in v@pos. My question is , what is the difference between v@pos = point(0, "P", @pts); VS. v@pos = point(0, "P", i); This would still be doing the same thing correct? Is it better practice to do do @pts instead of just i ? Thanks
  10. array and foreach question

    @DonRomano Thanks for the reply. Did you mean to write: v@pos = point(0, "P", @pts[i]); instead of: v@pos = point(0, "P", [i]@pts); but if I write: v@pos = point(0, "P", i); Isn't this also iterating through each index of all the arrays in the for loop ? Thanks
  11. intersect function problem

    @konstantin magnus @hved Thank you for the explanation and example files. More clear to me now. Thanks
  12. intersect function problem

    hello, I put together a quick test file with a simple line intersecting a grid. My goal is to figure out which primitive the line is intersecting on the grid and then delete those primitives. I wanted to do this with the intersect function. I managed to get it working however when I try and move my line around with a transform before it goes into the wrangle, it stops working. I have no idea why this is happening because my lines are always intersecting the grid so there should always be primitives being deleted. If you enable "transform3" in my file, you will see what i mean. Thank you. intersect_vex.hipnc
  13. reflection pass question

    Hello I have a quick question about reflection passes in houdini. Lets say i'm reflecting some geometry onto a large environment . Does the large environment need to be subdivided to get a good quality reflection? I noticed that my reflection pass is not that accurate or straight if i don't subdivide the mesh its reflecting on first. I can't really recreate the issue since its a work file but I just wanted to get some input on this. Is this a common thing to do? It gets really slow and painful when I have to subdivide all my geometry in my scene just to get a good reflection pass. Is there a better way to do this ? Thanks
  14. reflection pass question

    @davpe Thank you. Thats good to know. I was hoping that the "Render Polygons As Subdivison" on the geo node would do the trick, but apparently not. Thanks
  15. partition groups by name attribute vex

    Hello, I am trying to figure out how to create groups using vex based of a name attribute. I'm trying to find out if there is a much simpler way rather than doing a bunch of if statements I know there is a partition sop which does the trick but I want to know how I can do this in vex I've tried something simple like this: setpointgroup(0, @name, @ptnum, 1); However, this does not partition my groups properly into there own groups based of there unique name. I know i am missing something here. I will attach my scene file for anyone that wants to take a look Thank you partition_by_name_vex.hipnc
  16. partition groups by name attribute vex

    @Noobini haha. wow... i need sleep. Thanks Nobbini.
  17. for loop - inheriting v attribute

    @eimk Thank you ! This clears things up for me a lot. appreciate the examples.
  18. for loop - inheriting v attribute

    Hello, I am practicing for loops in houdini and I am in the middle of a pretty wacky but fairly simple example of just moving points around, setting color, setting velocity etc. I also have some nested if statements in this for loop just for practice. My issue is that, when I create new points within the loop, it's not remembering what the velocity attribute is on each iteration of the loop. It only sets it on the last iteration of the loop. This is much easier to explain by showing a picture/ and scene file. Hopefully someone can explain to me whats going on here.. Thank you forloop_add_v_attrib.hipnc
  19. flip fluid- sop solver vs pop wrangle

    Hello, I am currently diving into flip fluids and I have a few questions. What is the difference between the sop solver and the pop wrangle in dops ? If I were to set @v=(1,0,0) in a sop solver and then the same thing in a pop wrangle I will get pretty much the same effect...so what is the point of the sop solver? More control? Is the sop solver doing something intrinsically different than dops ? Isn't the point of a sop solver to basically remember the previous frame? Isn't that what dops is doing already ? Thank you
  20. intersect function and Normal

    @LibrarianThank you
  21. intersect function and Normal

    Hello I am working thorugh this rock modelling tutorial here: I am at the part 15:28 where he fixes the intersecting geometry using an intersect function. The code he writes is: vector p, uv; int hitPrimIndex = intersect(0,@P-@N*0.001), -@N, p, uv); if (hitPrimIndex == -1){ i@group_intersection =1; } For some reason it is not working for me. He is working with prims but he is plugging in the N attribute which is points. For some reason it works for him but not for me. I will attach my file for anyone that wants to take a look Thank you intersection_vex.hipnc
  22. Attribute stamp not working

    @anim Got it working now. I also got the h18 copy to points working as well. Its way simpler. Thank you anim ! Cheers
  23. Attribute stamp not working

    Hello, I am trying to copy random voronoi pieces to my points I created a random attribute on each point to use as my stamp: i@rand=int(fit01(rand(@ptnum+234), 1, 46)); I am deleting each piece based of this attribute and feeding it into a copy sop. I made sure to put my rand attribute in the "Attribute stamps" parameter on the copy sop I am not sure why Im still getting one piece copied onto the points. Please help. Not sure I understand this well enough. Thank you rand_stamp_copy.hipnc
  24. Hello, I am working on setting up an agent for a ragdoll simulation. Is there a way to visualize the bone names in the viewport like you would for an attribute? Thank you
  25. crowd test transitions

    @Skybar Thank you for the response. I am trying to do it without the crowd transition graph and I am getting very strange results. I have linked up the crowd state names inside the crowd transition node properly i think. I was using the stadium example as a guide. Not sure why this is happening... Thanks h17_crowd_rd4.hipnc