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bunker

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Everything posted by bunker

  1. How can I create groups randomly?

    you can use the partition SOP for that: random_groups.hiplc
  2. Make non-HDA out of an HDA instance?

    You'll need to use Python for that. You should get most of it working with a few steps: - create an empty subnet - copy all the parms from the OTL to your subnet with parmTemplateGroup uiparms = sourcenode.parmTemplateGroup() destinationnode.setParmTemplateGroup(uiparms) - copy all the nodes from your OTL to your subnet with hou.copyNodesTo() - to copy the keyframes, you have parm.keyframes() and parm.setKeyframes() hope that helps
  3. Convert Pyro Collisions to Point Attributes

    You could transfer the volume density to the grid with the attributeToVolume SOP, or volumesample() in a wrangle.
  4. you have to use prim groups instead.
  5. Alembic curves rendering - segmented ?

    on the /geo1 object, go to the Render tab/Geometry and turn on "Render Polygon Curves As Subdivision (Mantra)"
  6. Intestines/Guts with point relax

    have a look a this thread, that should help
  7. FLIP volume loss: water wheel

    Also don't expect FLIP to preserve volume, it just doesn't do that. The particles are added or removed based on the surface field - that's only a rough estimate and the volume loss becomes worse the more frames and/or substeps you have. This old masterclass explains some of the concepts of FLIP https://vimeo.com/15571778
  8. Easy way to animate material hue?

    there are 2 hscript functions: rbg() and hsv() if you open a textport, type: exhelp rgb
  9. FLIP volume loss: water wheel

    https://www.sidefx.com/forum/topic/49968/?page=1#post-225812
  10. attribute from volume

    this is what I get in the mantra render, I even downloaded the file from the forum just in case. check that the file : /tmp/volume.bgeo.sc exists on disk.
  11. Remap noise color

    you can extract the Hue of the colors with rgbtohsv and plug that float value into a ramp check the attached HIP cop_remap_color.hiplc
  12. Pyro sparse and colored smoke, how is this?

    To get color with the sparse pyro, you'll need to source/resize/advect. source : Volume source: add Cd resize : Advanced/Resizing/Extra Fields: Cd advect : Advanced/Advection/Extra Fields: Cd check the attached hip file sparse_pyro_color_01.hiplc
  13. attribute from volume

    I attached a simple example you'll need to write the volume to disk so Mantra can sample it at render time. volumesample.hiplc
  14. attribute from volume

    you can use "volumeSample"
  15. https://entagma.com/guest-tutorial-looping-flower-petals/
  16. how to change HDA node color?

    node = hou.node('/obj/geo1/null1') node.setColor(hou.Color(1,0,0)) also you could have just googled: houdini set node color and clicked on the very first link
  17. I have it on 18.0.565, maybe you need to have the latest sidefx Labs installed?
  18. Javascript to Vex snippet

    what VEX code did you try?
  19. [SOLVED] Colored smoke turns dark

    in your volumerasterizeattributes3 node, set the voxel size to same as the other (0.05)
  20. you can sample the proxy volume instead of trying to grab DOPs data: /obj/animed_collsion/VDB if(volumesample(0,0,@P)<0)removepoint(0,@ptnum); also you can sample this input as SOP: /obj/AutoDopNetwork:flipfluidobject/collision that's the DOP data imported in SOP level, not sure that's very efficient though
  21. Sparse pyro solver temperature and buoyancy

    @tamagochy this seems relates to this post:
  22. renderview zoom

    press "h" for home, that's 100% zoom
  23. Sparse pyro solver temperature and buoyancy

    If you emit negative temperature values it works as expected, the smoke goes down. Maybe you want smoke with zero temperature to go down? if that's the case, there is a "real" ambient temperature setting on the gasBoyancy DOP: /obj/smoke_simulation/pyro_solver/solver/buoyancy/ambient it's a simple offset on the overall temperature, so you can set where the reference zero temperature is. also that DOP node has the expression using the ambient and reference temperature, hope that helps.
  24. timeshift last frame

    what about this in a Timeshift node? min($F,30)
  25. Python: Copy wrangle to multiple geometry nodes

    something like this? this is using the bottom most node in each object to connect the wrangle to. I attached a HIP file, hope this helps. # find the lowest node in Y def lastnode(node): c = node.children() lastnode='' if(len(c)>0): lastnode = c[0] posy = c[0].position()[0] for i in c: y = i.position()[0] if(y<posy): posy=y lastnode=i return lastnode selectednodes=hou.selectedNodes() # wrangle node to copy into each Object node wrangle = hou.node('/obj/wrangle/attribwrangle1') for i in selectednodes: lastnode_ = lastnode(i) copiednodes=hou.copyNodesTo([wrangle],i) if len(copiednodes)>0: #connect wrangle to last node copiednodes[0].setInput(0,lastnode_) # set wrangle node position below last node pos = lastnode_.position() copiednodes[0].setPosition((pos[0],pos[1]-1)) add_wrangle_inside_geo_nodes.hipnc
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