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Everything posted by anim

  1. Convex decomposition in H17

    its handled using Convex Decomposition SOP
  2. you can try appending Boolean SOP to resolve holes
  3. if in list (vex)

    as I mentioned if returned index by find() is negative it's not found your test simply tests if it's 0, which is actually still a valid index so you want to do : if (find(indexList, @index) < 0)
  4. if in list (vex)

    You can use find() function, if the resulting index is negative, element is not in the array
  5. Random Sequence jpg to each grid

    you may need to evaluate it yourself you can use Attribute String Edit, specify your attrib and do From: *\$F4* To: *$F4*
  6. also if you have bones that you don't want to deform, just want them to deform muscles you can add them as external colliders to detangle penetration_removal_detangle2.hip
  7. you can use Detangle SOP and a bit of smoothing, just make sure you can provide shrunk version of your muscles that don't penetrate penetration_removal_detangle.hip
  8. Another difference is that attribinterpolate gives you the actual interpolated value in your usecase P so it's great for sticking points directly to the surface While pointdeform will keep the relative offset from the capturing point's reference frame as well as it will transform transformable attributes like N or orient In other words attribinterpolate is lower level node just for interpolating attribute values using one of several methods while pointdeform is more specialized node that acts as a simple cage deformer
  9. node.asCode() Paint Stokes

    as code doesn't save geometry delta of the nodes with internal cache much more robust workflow would be using hou.Node.saveItemsToFile() or hou.Node.saveChildrenToFile() and hou.Node.loadItemsFromFile() or hou.Node.loadChildrenFromFile() which will store them as cpio files the same way as houdini's copy/paste system works
  10. Curl Noise functions in voplib.h

    I'm pretty sure you'll find where they are used if you search voplib.h for them again
  11. SideFX is Cracking!

    seems like logo generator asset was finally updated from using Cookie SOP to Boolean SOP
  12. Grouping points in cached FLIP sim?

    if you have id attribute on the points you can select by id which will be stable, it's best if the reseeding and narrow band is off as otherwise the particles are constantly being created and deleted so your selected ids may not survive for too long you can also try advecting group of points from previous frame and transfer that group to current using Group Transfer SOP, if you don't have original vel volume you can just try advecting them using their existing v attribute. v for FLIP may be backward vel so maybe advecting in reverse may be more precise
  13. usually, just put cursor in that field and hit Tab until you get back to 3 fields, so should be twice for your case
  14. polyline and points

    or just use @primnum, which will return number of the first prim attached to the point
  15. I don't thing Time means anything for mantra, it's probably just getting some garbage values from it you can try promoting a parameter instead and use $T in there
  16. Import object into vellum

    Vellum Source DOP has Emission Type parameter, set it to Continuous if you want to source every frame then just depends on whether the sops you are emitting have any geo on particular frame or not
  17. Vellum constraint overlaping properties

    it's your vellumconstraintproperty1 nodeinside of the Vellum Solver which is controlling every constraint's stiffness so it is essentially overwriting the sop level values you may want to just limit it to pressure constraints if that is your intention so on vellumconstraints2 specify output group: pressure and on vellumconstraintproperty1 just use that group
  18. Vellum constraint overlaping properties

    I don't believe they are being overridden as they are setting values to completely different primitives, do you have a hip file?
  19. Finding the Min/Max values in a field?

    there is also Volume Reduce SOP and Gas Reduce DOP for that
  20. Vellum Stiffness Driven by Cd

    constraints get sorted, so you need to mark them before dops alternatively you can also animate your attributes on the geo and then interpolate from the constraint anchors to constraints example with your scene modified to accommodate for both, green nodes are new vellum_stiffness_control_v4_fix.hip
  21. while easily possible without coding, I just did a quick wrangle vector startP = chv("startP"); float width = chf("width"); float spacing = chf("spacing"); float length = chf("length"); int nlines = ceil(length/width); for(int i=0; i<nlines; i++){ float linewidth = min(length - i*width, width); vector linestartP = startP + {0,-1,0}*spacing*i; int pt0 = addpoint(0, linestartP); int pt1 = addpoint(0, linestartP + {1,0,0}*linewidth); addprim(0, "polyline", pt0, pt1); } ts_paragraph_line.hip
  22. Intersection stitch with vex

    not everything is faster nor easier with VEX, I'd stick with intersection stitch
  23. Vellum leather belt

    simulating grid and then pointdeforming hires belt is the way to go, vellum uses pscale for thickness so you can still define how thick your belt is even if it's just a grid here is an example showing such workflow, I kept your scene scale, just be aware that your scene seems to be in decimeters so I also increased gravity to account for that belt_ts.hip
  24. packed geo confusion

    it's not true for all intrinsics for common ones like bounds, measured(area, perimeter, volume) it's probably true but definitely not for transform, pivot, unexpandedfilename, geometryid, viewportlod, ... and many others that you simply can't just derive from other data, they need to be stored and passed with the prim, like when you have class in programming, some getter functions return member variable values directly, but some will compute the values on the fly from others while you can't compute orientation from just a point, there are also no point intrinsics so it's not like Houdini can either, unless you extract it from transform intrinsics of attached primitive for example if it has it