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bunker last won the day on July 29 2021
bunker had the most liked content!
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318 ExcellentAbout bunker
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Rank
Houdini Master
Personal Information
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Name
Julien D
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Location
Vancouver
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Interests
DOPs, volumes, fire, smoke, FLIP, Bullet, particles, VEX, Python, lighting, compositing, coffee, travel, photography, GNU/Linux, neoVim
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I never thought I would say this but, what about using metaballs?
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You can use drag and/or limit the max force. Pop drag / Pop speed limit
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If statements on items in an array
bunker replied to GlennimusPrime's topic in General Houdini Questions
you should be running this code over "Detail (only once)" -
you can do that with a gaswrangle node inside DOPs // using height as threshold if(@P.y>chf("max_Y_value")){ f@density = 0; v@vel = 0; } // or anthing outside the water area if(f@surface>0){ f@density = 0; v@vel = 0; }
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the vdbsmooth1 node inside the pyrobakevolume SOP is buggy. to fix it, you can convert to volume+volumeBlur and back to VDB.
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chramp("ramp",fit01(sin(@Time),0,1),0)*ch("amp") You'll just need to create a "ramp" and "amp" parms (attached example) Notice the extra 0 at the end of the chramp function, that's the first component since you can do vector ramps too how do you find help about hscript? Open a textport and search for ramp: exhelp -k ramp Then get the docs about chramp exhelp chramp ramp_hscript.hipnc
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You can check the output of allVoxelsAsString() https://www.sidefx.com/docs/houdini/hom/hou/Volume.html
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my_group$OS
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rest2 gets created with the gasrest2 node Seems like you forgot to resize the rest fields? Have a look at the attached file. I hard-coded the "Frames between solve" for simplicity but you can keep the expressions. sparse_rest.hip
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View Pivot - Based on selected object Axis
bunker replied to mograph's topic in General Houdini Questions
You can set that on the left side icon and in the preferences The default behavior looks broken IMO. -
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UV transfer between totally different meshes
bunker replied to miccetro's topic in General Houdini Questions
I had a look at your file. The UVs are still there after the voronoi, in case you didn't notice. just plug a uvquickshade node... -
UV transfer between totally different meshes
bunker replied to miccetro's topic in General Houdini Questions
you can try with xyzdist and primuv: // wrangle (run on vertex) // copy closest UVs // second input is the original geo int prim; vector uv; float d = xyzdist(1,@P,prim,uv); v@uv=primuv(1,"uv",prim,uv);