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MitchFields

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About MitchFields

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    www.instagram.com/mitchfieldsart

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    Mitch Fields
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    Hollywood

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138 profile views
  1. Multiple Vellum Solvers?

    I'm still new to this as well. I've been messing around with vellum a lot lately. Not exactly sure if I have an answer but just my own thoughts on this same topic. I think it makes sense to merge your vellum objects as long as their behavior is the same. For example, a denim jacket, and denim pants. If the shirt is made of polyester, wouldn't make sense to me to sim them together. As far as multiple solvers go, I haven't the slightest on how to do that at the sop level, but in dops it's as easy as a multisolver correct? I don't think it's the biggest hit on performance. Feel free to correct me, I'm still a noob.
  2. Particle Setup Question - New To Houdini

    Smoke growth? Do you want to elaborate on that? Other than that, I think I understand what you're getting at. Smoke simulations can get as complicated as you're willing to make them. So if it's something simple, like a puff of smoke, it won't take you long. Scaling the model and having that drive the simulation could be really cool! I think it's a fun idea. However, you have to be careful not to scale up your simulation, or else you will lose resolution. Here's a wonderful little tut by Sam Welker. You can have your cars as collision objects, as well as sources for your smoke. If you have any trouble, upload your hip file here.
  3. Particle Setup Question - New To Houdini

    Would you mind uploading a few sketches to further explain? The setup for this isn't hard, but since you're so new I'd like to give you precise instruction.
  4. if statement in scatter sop

    Hi logix1390, Perhaps a better way to go about this, with more control, is to have a point wrangle after your scatter sop. Deleting the points based on time, frame like you're already doing, or an attribute that you set, would be faster because vex uses your gpu! So one way to go about this, would be to check if @Time is = to the point number, and then either give it an attribute or use the removepoint function. int juice = fit(@Frame, 0,10,14,0); if (@ptnum == juice) { removepoint(0,@ptnum); } or within the same if statement do > i@group_deleteme = 1; and use a blast or delete node running over the group or attribute you created within your if statement after your wrangle. This method is better in my opinion because typing everything out in one line inside of a channel box in h script can be a headache for me sometimes. Once you step outside of the scatter node into the wrangle, you can delete your points on a plethora of things now, like position or color as well as the point number or frame, possibly adding more depth to the effect you're trying to achieve. Yes you were using the if statement correctly, and if you're doing a one liner if statement it looks like this > if (condition,true value, false value) Good luck, hope I helped.
  5. Variable with its enumerator in VEX

    Hi Aj! I'm not the most knowledgeable person but here are a few things that might help > #1 You're wanting to convert btmside2 to an integer to append it to the array btmside? If you're stuck on "names" perhaps you should use strings instead? If you want to use the name btmside and convert btmside2 to an integer and append it to the end of btmside, sprintf is perfect for you! (I think) String btmside = sprintf(“%s%d”, btmside, integer); #2 Have you checked if your wrangle is running over points vs detail? #3 I'm still learning vex as well, but this method might be of use to you > Whenver I run over points in a loop and I want specific points to do specific things, I just check if the point number is = to the looping number. for (int i = 0; i<@numpt; i++) { if (i == @ptnum) { setpointgroup(0,btmside,i,0); } } Let me know if any of this helped, or if I'm just stupid. Good luck!
  6. Can I ask what you're trying to do by getting access to the range of the loop ?
  7. pyro cache issue

    Awesome, thanks Florian. Also, nice videos on vimeo
  8. pyro cache issue

    God bless you florian this worked. Would you mind explaining that to me though? Isn't the default object the same as the dop node?? Thanks!!!
  9. pyro cache issue

    Hello, I'm probably doing something really dumb, but I'm unable to get my smoke simulation to show in the viewport without being inside of the dopnet. (I'm still pretty new to these complicated simulations.) I've tried visualizing and also caching many different ways, also tried converting my caches as well. My simulation also doesn't show up when turning off/on the visibility of my geometry node. I've cached under the Pyro preset from dop I/O, imported right back in, nothing. Show all objects is on... There's no lighting enabled in the viewport... I've updated the scene view pane... Saved and opened up the file again... I really just don't know. I have density, I have temperature, I should be able to see it. Using 16.5 - I appreciate any kind of help, thank you.
  10. Spring Constraint

    Oh dude! Thank you so much man I didn't realize there were different constraints. This is exactly what i'm looking for! (was accidentally confusing the data names with the different constraint types)
  11. Spring Constraint

    Error - Glue constraint references unknown object Would really mean a lot if someone could take a few minutes to look at this file. I was trying to recreate richardlord's spring constraint thingy, but had trouble even beginning to get it to work in the first place. I think there's some changes in constraints from 15-16 (im working in 16). I should have the name attribute matched up to all my constraints and all my objects as the same, but for some reason I get an error with, 'unknown object'. I thought it may have been that the constraint was looking for @rest? Not sure. Very new to creating attributes that get used in dops, I appreciate any insight. springConstraint.hipnc
  12. Atom's Link Page

    Thanks Atom!
  13. Growth Thingy Help!

    @vicvvsh This is close! There are some clipping issues that I was trying to avoid, but this setup using direction is very cool. I can probably tweak this so that there's no clipping. I appreciate it man! Thank you so much!
  14. Growth Thingy Help!

    I think you're right! I was attempting to copy onto the center of the primitive using it's normal to get the direction of the new copy, but I think using the previous matrices will give me more control. Instead of having to manipulate each normal. Thank you so much for a look into some of your work! It's very inspiring. I'm currently in finals week, so I might not be able to post the rework soon, but thank you so much for your help!
  15. Growth Thingy Help!

    Hello! This is my first post on odforce, I feel I'm finally taking a step in the right direction! I'm new to houdini only been using it for 4-5 ish months now. Anyways, just happy try and be a part of the community. Are there any other places besides the discord server that houdini people hang out at? Anyways, to the point -- The thing I'm having trouble with, is orienting geometry to the direction of the normal of what it's getting copied to. I've been orienting my geometry in Z and using @orient.z = @N; and @P.z = @N; to attempt it, but it's not giving me exactly what I want. In the file, i'm using a for loop to run over each primitive and grabbing the centers, then blasting away everything but point 0, the instancing on 0. I'm using 0 because the for loop automatically sorts the points. (This is a different approach to Simon Holmedal's growth that he showed during his demo, I won't take credit.) Do i need another for loop inside of the one I currently have to orient the new geometry to the normal? I apologize if this is too vague, it's my first time posting a question, I can be more specific about things if needed. I appreciate your time! - Thanks triangleGrowth.hiplc
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