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About GlennimusPrime

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  • Name
    Glenn Dawick
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    New Zealand
  1. Create Attribute Facing A Direction [SOLVED]

    Perfect, thank you so much @bunker!
  2. Just trying some stuff out while I'm learning.. I've managed to have control over where a new attribute is being created, although it's currently using a bounding box set to Y position only. How would I go about changing this sort of thing from just a Y direction to having control over a vector angle? hip file attached Create_Attribute_Facing_Direction.hip
  3. This is a bit of a tricky one, so I'll start with what I'm trying to achieve.. I'd like to end up with a block or group of scattered objects that is tileable in a seamless pattern. I'm trying to make use of the UV layout's packing system, which does a great job of pushing all the objects right up to each other, with a really nice even gap in between each object. I'm using some VEX to reposition the UV'd objects into 3D space, however I'd like a more randomised layout, rather than all the large and small objects packed together next to each other. If I tile this square of objects, it's going to be very visible that this is a tiled object. I guess this is going against how the UV layout node is setup to work? Would anyone have any ideas on how to achieve a more randomised look? Hip file attached of where I'm up to. Pattern_v01.hip
  4. Randomise Light Hue Colour [SOLVED]

    Hi laurups, thanks so much for this! I had used a similar expression once before to lock an object to a specific point on another object. I forgot this can be used to access all the different point attributes too. Thank you for this, and the clear explanation!
  5. Hello, I have a short looping Redshift proxy being scattered using the Copy To Points SOP (a simple bouncing ball just for a test). How would I go about randomly offsetting the animation time so the balls aren't all bouncing at exactly the same time? HIP file and RS Proxy sequence attached RS_Proxy_Randomise_Sequence_Offset.hip RS_Proxy_Sequence.rar
  6. How can I randomise the hue of a light colour? So far I have tried using the Motion FX Noise, but the problem here is the RGB values go above 1, making the light too colour bright. I tried another example where I coloured a sphere red, then used a Point VOP with a Colour Correct node, then Motion FX to randomise the hue of the initial set red colour. This way works best, because it is truly randomising the red hue from it's initial set red colour and the rgb values do not go above 1. My problem here is I don't know how to get those @Cd colour values onto the light itself. Can I type vex expressions into the RGB values of a light to grab the @Cd from another object? HIP File attached of where I am at. Random_Hue_Shift_Light_Colour.hip
  7. Hello, is there a way to find out what is taking up the most amount of save disk space inside my HIP file? My file size has jumped up higher recently.. Possibly I have frozen an object somewhere in my scene, but I am unsure where that might be. Is there a way to see which objects are taking up the most space?
  8. Multiple Vellum Copies Deforming High Res Geo

    Hi @nuki! Apologies for the late reply, I didn't receive a notification someone had replied here. I like your way of creating a unique class attribute for each of the low res copies. I mostly understand what you've done and the reason behind why this wasn't working initially, but I have a couple of questions: Your for each loop, is it's purpose to make copies of the high res objects and transfer the unique class attribute onto the high res copies? I'm not sure I'm understanding how its doing this, and what the blast is for inside that network. I am also unfamiliar with the compiled block network. I had a quick read of the help file.. Is this step not 100% necessary, but used to to multithread the for each process, making it faster to compile? Thanks for your help!
  9. Create Absolute Reference Copy Of A Node

    I found this post where @graham has built some tools which adds a right click menu that allows you to create an absolute reference copy of a node, but I am having troubling getting the script to work. https://www.sidefx.com/forum/topic/28841/?page=1#post-297277 I've followed the Houdini.env install instructions bu am met with a never ending stream of errors on the Houdini console when opening Houdini. I've also tried the packages install method without any luck (as I'm a scripting novice).
  10. Vellum Stopped Attribute Not Staying Active On Transfer [SOLVED]

    Apologies I never replied to this, but that did the trick thank you!
  11. I have a Vellum setup that is working great, until I change one small parameter... I'm using an initial RBD sim to hover 4 low res objects in a big group in the air. I then turn those objects into Vellum cloth, so I can drop them in a big bouncy pile on the ground. Lastly I deform the 4 low res objects with a Point Deform SOP onto the high res geometry. This works totally fine when I only scatter one of each object. The problem quickly appears when I scatter more than one of each object in the initial floating RBD pile. I sort of understand why this is happening, but I can't get my head around fixing this procedurally. I think the high res objects can't be moved into the position of the low res geo because (once scattering more than one of each object) there is no longer a name (or class?) to define each and every object independently. I am stumped in finding a way to fix this sensibly without me having to manually make multiple copies of each object with independent naming. Any ideas would be greatly appreciated! Scene file attached. Vellum_Low_To_High_Res_Deform.hip
  12. Create Absolute Reference Copy Of A Node

    Hi davpe, thanks for your reply. I understand the reason behind this not working and am familiar with how the relative reference copy / paste commands work, but doing this for every single attribute on a node seems tedious. As there is a way via the right click action menu to create a reference copy of a node, it would be great if there were a way to create an absolute reference copy of the node too.
  13. Hello, when I right click a node and choose Actions / create reference copy I get what I want, but as soon as I copy those nodes into another subnetwork or another geo node further back in the object context those reference links no longer work. Everything is referencing the original node, which is no longer in the same geo network. Is there a way to create an absolute reference copy of a node I can move to another geo network and still have the paths reference back to the correct place? I feel like I may get a python answer to this question, however I am a coding novice. I don't yet know how to call a python script inside Houdini, or where to keep the scripts etc.
  14. Thank you both animatrix and vicvvsh, I guess I was asking on a way to 'undo' the convert line operation. Taking notes now that there is more than just the fuse sop to combine primitive edges as one. Cheers!
  15. Hi Noobini, The edges are still treated as separated, so for example if I'd like to use 'Treat Polygons As: Subdivision Curves' the edges are still not fused together after using the fuse SOP. Is there something else the Convert Line SOP is doing that I'm not aware of?