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About eikonoklastes

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  1. Interactive constraint on surface

    Hi Albert, thanks for the quick response. I'm sure your method works, but I am brand new to Houdini, so pretty much everything you said went flying over my head. However, I did find a much simpler solution, using the Sticky object. I just need to project UVs onto the object, and everything works fine, especially with Wrap U and Wrap V turned on. I've attached a clip. Cheers, and thanks again. Houdini_Sticky_Object.mp4
  2. Hi, please see the attached Cinema 4D video of what I am trying to replicate in Houdini. I want to interactively position an object on a surface using handles. I made some progress with the Creep SOP, but it has several limitations: it deforms the source object, which I don't want it doesn't have viewport handles, so I have to edit the node parameters, which is undesirable (I have a lot of objects to manually position, so I want to make it as easy as possible) it doesn't work with polygonal objects I don't mind using VEX or an Attribute VOP to achieve this. Thanks. Slide_on_Surface.mp4
  3. Hi, I was looking at the docs, specifically this page: http://www.sidefx.com/docs/houdini/nodes/dop/rbdpointobject.html In the Vimeo video, at the 55 second mark, the user clicks on RBD Point Object on the shelf. This seems to have been removed in newer versions, and the icon seems to have been reused for RBD Instanced Objects. Seems like an RFE to update the docs might be in order, but ignoring that for now, when the button was clicked, it brought up a dialog that asked for a Packed or Point Object (see attached image), and would update the AutoDOP network accordingly. Is there any shelf equivalent to doing this now, or do we have to manually build the network for an RBD Point Object?
  4. Hello, I'm struggling quite badly to get instanced particles from an emitter to collide with each other. Pretty much most particle instance collision guides out there seem to deal with a predetermined number of particles (for e.g. a bunch of objects copied to a grid's points), and not from an endless stream of an emitter. I'm trying to replicate an animation I did in Cinema 4D (attached here). It's basically a particle emitter, shooting an endless number of particles upwards, and then falling back down and the instances colliding with each other and the table and ground, and then dying out based on the defined particle life - very simple stuff. I've been using this video as a reference: https://vimeo.com/179639085 However, there are a few issues with that: 1. He's using a single object type, I want to vary the instances. I can do this by varying instancepath (if I use an Instance node), or using a random Switch input with a For Loop, if I'm using a Copy to Points. 2. In the location_particles node, he's using a Copy to Points. Is this preferable to using an Instance node? 3. The method he's using doesn't respect particle life. How do I kill off the RBDs after a certain amount of time? 4. Houdini doesn't seem to like the SOP Solver method at all. It frequently crashes when I use the Instance node, and seems to randomly fail (or crash) when I use the Copy to Points node. I've attached my scene here with whatever progress I've made. Any help would be very gratefully accepted. Thanks! Mini rant here, everyone can ignore this: The setup for something this straightforward seems remarkably clunky and tedious in Houdini. Is there really no "Emit Particles as RBDs" (or similar) parameter that can just be turned on? It took me all of 10 minutes to set up in C4D, and here I am, days later in Houdini, horribly struggling for something that should be trivial. Admittedly, I am a rank novice in Houdini, but this just seems unnecessarily obtuse. Rant over. apples_1_1.mp4 Emitter Particles Instance Collision.hiplc
  5. Use noise to move particles back and forth in one axis

    Thank you both. Matt, that was what I originally wanted, but I do want to later simulate them. I'm still taking baby steps into Houdini's way of doing things, so I'll probably be back with related questions. Thanks again.
  6. Use noise to move particles back and forth in one axis

    OK, I've made some progress. I used a POP VOP to drive force instead of position or velocity, and it worked (thanks to Jeff Wagner's comment here). I also used a POP Soft Limit to recover any stray particles shooting off. Scene file attached here. If I'm doing anything grotesquely wrong (or even mildly wrong), please do chime in and let me know how I could improve it. Particles One-Axis Test.hipnc
  7. Hello, Please see the attached video (created in Cinema 4D) for what I am trying to achieve in Houdini. I'm brand new to Houdini and am trying to move particles in one axis, that smoothly swing back-and-forth. I don't mind using VEX to do this. I've been playing with P.z and v.z * rand(@id), and can move each particle in a random direction along Z, but I can't get the back-and-forth swinging motion. Thanks. particles_random_movement_in_one_axis.mp4
  8. Control PolyExtrude Local Attributes with Falloff SOP (H17)

    So simple! For some reason, I completely overlooked that SOP while hunting through the Attributes menu. Thank you very much.
  9. Hi there, I'm quite new to Houdini, coming in from Cinema 4D, and I'm just about coming to terms with how Houdini operates. Please be gentle. I understand that the PolyExtrude local attributes are primitive attributes, and that the new Falloff SOP works on point attributes. My question is thus: how do I use the distance attribute information from the Falloff SOP to drive the local attributes on a PolyExtrude node? I want to be able to control both Distance Scale and Inset Scale with a falloff. Thank you.