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jamesearnest244

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About jamesearnest244

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    James Earnest
  1. Intrinsic Geometry ID

    Thanks a lot @jkunz07, super helpful!
  2. Intrinsic Geometry ID

    Right, I just want to avoid slowing down the cooking by having it stored as geometry at some point in the network. Isn't there a way to just directly change the geo that the points are referencing?
  3. Intrinsic Geometry ID

    Hi, When I instance packed geometry onto points with the Copy to Points SOP, it seems that each point gets an intrinsic attribute called geometryid that tells it which geometry to copy onto it. But the value of this attribute is some obscure internal identifier. Is there some way to modify the geometry that the points are referencing, after the Copy To Points SOP? Obviously this is easy to do before the Copy To Points, but in my specific case I need to do it after. Thanks for any tips!
  4. Here's a tricky one - I need to modify the value of a parameter, based on an attribute that only gets created later on downstream. I want the parameter to default to 0, but if said attribute exists later on downstream, then update this value accordingly. To make things harder, the parameter lives in a subnetwork, and the attribute gets created outside of it. I basically need to put down a point expression in the parameter field, but have it evaluate according to a later stage in the network (even if it means pre-processing everything that happens in between and then coming back to modify the value). Any help appreciated!
  5. Fetch Value At Specific Time in VEX

    Thanks, I did consider the Time Shift node, but it's a little cumbersome for what I'm trying to achieve. I'd like each point to fetch the value from a different frame, and I have quite a few points. So I wanted to write some VEX that would select the delay per point based on @ptnum.
  6. Fetch Value At Specific Time in VEX

    Hi, Is there a way in VEX to get the value of an attribute at a specific time? For example, the @P.x of point 0 at frame 15? I know I can use a Time Shift node but I'm looking for a more flexible solution in VEX. Thanks!
  7. Vellum wires from POP trails

    This is ancient, but I'm having just the same problem. The Vellum Solver can't seem to accept a growing trail as input geometry. Does anyone have an idea how to crack this? I thought about using a Carve node after the sim, but unfortunately that's not gonna work in my case.
  8. Selecting Geo Outline Edges

    Hi guys, I have some geo where I'd like to isolate just the outermost edges and Polywire them. I've done this before with box-shaped objects by just grouping edges by angle, but with this shape I can't avoid any of the inner edges getting into the selection no matter how I tweak the values. This is basically a tube that has been fractured. Is there any way to isolate only the edges that comprise the silhouette and not any of the inner divisions? Thanks!
  9. Hi, I want to assign hotkeys to certain actions that don't appear in the Hotkey Editor. For example, checking on/off the Slide on Surface option on the Edit node, or the Output Back on the PolyExtrude node. These nodes have other toggles that appear as actions in the Hotkey Editor, but these one don't. Is there a way to add actions like this? Thanks for any tips!
  10. Hi, Is there a way to assign hotkeys to specific shading modes in the viewport? I know I can use W to toggle between wireframe and the last selected shading mode, but I'd like to have specific hotkeys for Wireframe Ghost, Flat Wire Shaded, etc. If I use Ctrl+Alt+Shift+LMB, I get a prompt saying the hotkey couldn't be created. BTW, would also be nice to assign hotkeys to Hide Other Objects/Ghost Other Objects, but I'm seeing the same problem there. Thanks!
  11. smooth in viewport

    Has this hotkey been changed since Houdini 16? The + and - don't seem to do anything in Houdini 18. I've read about this having been changed to Shift +/-, but that doesn't work either.
  12. Fluid-Fluid Collision Velocity

    Hi, I'm working on a sim of milk being poured into a cup of coffee. The coffee part is brought into the FLIP Object as Initial Data, and the milk is sourced in with a Volume Source DOP. I would like to control the collision velocity of the two different fluids, so I can control the size of the splash when they meet. The problem is, the Collision Scale attribute on the FLIP solver only controls collisions with other DOP objects, not within the fluid itself. I don't want to increase the velocity of the incoming particles, just to make the reaction of the fluid stronger. Thanks for any tips!
  13. How to Approach Small Scale FLIP Sim

    Interesting, I'll give this a whirl on the weekend. Still I'm pretty sure there's a way to get around this issue with FLIP. I wonder...
  14. How to Approach Small Scale FLIP Sim

    -Reply created by mistake-
  15. How to Approach Small Scale FLIP Sim

    Hi, I'd like to ask if anyone has a methodology they can share for approaching small scale FLIP simulations. We all know FLIP has stability issues when working in the real-world scale of coffee cups and cereal bowls. But I haven't found any info that addresses directly how to get around that. If you scale the scene up by, say, 10, to get to units Houdini is more comfortable with, do you then need to: scale up gravity? Scale up collision velocity? Scale up Time Scale? I've read about the Spatial Scale setting in the Solver tab, but when I go by the documentation and set it to 0.01 (for a scene modeled in centimeters), I can't get even one frame simmed. IMHO since it's an exact scale of units, there must be a simple mathematical way to accomplish this in a couple of settings to get things to match up. Or am I wrong and it's going to take endless tweaking just to get things looking sorta right? I'd appreciate any input!
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