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Posts posted by hi_dini

  1. te.thumb.PNG.10f0a468331f0a7ec81b535a9d22f616.PNG

    I'm trying to make some flame thrower fx but have some problems with control such fields like temperature, heat and etc ..

    for fx what I make, I wanted to make some fire from dragon's mouth.

    It's own scale is big so, I imagined that the fire would be more smaller than this pic I captured.

    If I make the fire more smaller, Which parameter should I have to control ?

    I thought, Shape tap in pyro solver would be used for controling shape of smoke.

    and I changed some parameters on Combustion tab, but I couldn't change shape of fire itself.

    Help me and sorry for my English  :)

  2. 5c86071802289__2019_03_11_15_58_13_262.png.5bfec99a7b07066711e581d88a9d8330.png5c8607191cdc1__2019_03_11_15_58_19_919.png.84f8b77ab05d7b21006ae742e415a34d.png


    Hi :)

    I've got some geometry and want to use it as collision geomtery.

    when I change this geomtry to volume using by vdbfrompolygons node, It looks like second pic.
    I think It's because of unfilled geomtry, but problem is All geomtries I've got are unfilled like this one.

    My purpose was make geometry to volume and use it as volume sample at staticobject node in dopnet.


    How can I fix it ? or If you know other efficient ways to make unfilled geometry as collision geometry, let me know please.

    Thanks for read, My English is poor sorry :(

  3. test.thumb.PNG.91f1ad9b073b7bbbdb4af2eceb9b8542.PNG



    I'm trying to make custom velocity field in fluid dopnet.

    but I couldn't find any tutorial with this.. there are only version before H17 and some are about Pyro.

    when the fluid particles passes that box on right of the view, velocity pushes particles to its own velocity direction.

    Can you tweak my hip file for it ?


    I'm having problems with how can I make box to vel field, and set volume source node up in dopnet to use it as volume velocity.

    If you help me, It will be really big pleasure to me


  4. 6 minutes ago, anim said:

    I think that's just the visualization of connections to the piece's center of mass

    he may have them off in the tutorial

    you can find the option on your Constraint Network DOP (or alternatively also on each constraint relationship node like Hard Constraint DOP)

    it' in the tab Guide Options/Show Object Link



    Thanks for reply, I checked the option you mentioned.

    but His options is turned on and mine is also :( ..

    and I checked my scene at Houdini 16 version, and It shows me a same result (still has difference with the tutorial).

    I think I just missed something hmm :D

  5. Hello :D

    I just followed tutorial about Bendint Metal using hard constraint. (www.youtube.com/watch?v=38RhntxXcMI)

    and had some problems with setup hard constraint and need your help TT


    In my scene, I setup my hard constraint like left screenshot(red lines).

    and just like the tutorial, write vex codes for make hard constraint where middle of each constraints.


    This is guide geometry of constraints in dopnet.

    Left side is the tutorirals constraint one and right is mine.

    Modeling is different(I create my modeling my own), but I don't think It makes those difference in constraint.

    I set up Rest length option same with tutorial but what are those additional constraint points ??


    I think those points causes difference with the tutorial so I need some helps to get rid of them.

    How can I get rid off them ?


    Sorry for my English TT


  6. On 2019. 1. 11. at 11:50 PM, anim said:

    it is not, 1 that you are seeing and expecting is a point number

    you can't display linear vertex numbers in the viewport natively, you can just create vertex attribute like i@lvn = @vtxnum; and visualize that to see them

    essentially they are continuous numbers where first vertex of each primitive is No. of vertices of all previous primitives, second is that +1 etc. so linearly increasing numbers as if you were counting all vertices in the whole geo prim by prim in order


    if you want to get 1 as you are expecting use primpoint(0, @primnum, 0)  or primpoints(0, @ptimnum)[0]

    Thanks for reply :D I understand !! Thank you !!

  7. Hi :D

    I'm just stuyding Houdini and have some problems with VEX function named 'vertexindex'.

    as I understood, It makes 'a linear vertex' from primitive and its vertex.

    and so arguments need @prinnum and vertex number.




    But Look at this screenshot.

    Pink number on shot is primitive number and the number behind of it is return of vertex number 0.

    I wrote the VEX code as 'i@hi = vertexindex(0, @primnum, 0);'

    I put 0 in third argument and I expected the result as 1 in primitive 1. because It's No.0 vertex is 1. isn't it ?

    but the result was 4.

    I'm so confused with it T_T

    Help me wizards !!