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Ziyad

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Ziyad last won the day on September 15 2022

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    Ziyad Abahussin
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  1. You can replicate it using point cloud, same process to Anto's explaination. Get close points and output averge position wiht pcfilter, higher max points higher smoothness. .
  2. Hi mate One approach would be to isolate the inside group and then use them in a nearpoint function to get the distance between them and outer points, so a bit similar to your original thought. If you want to avoid groups and just get gradient by distance to center of volume, you can extract the centroid of your volume as a point and use that in the same nearpoint setup. I've adjusted your hipfile here to show both approaches, hope this helps! Cd_distance.hipnc
  3. Hi - Before the copytopoints you can add an "Atribute Adjust Vector" node and set it to only edit P.y, then change it to adjust with a random value. Hope this helps
  4. Try this - make sure to choose points as the group type
  5. Alternatively you could store the iteration number from the for-each loop as a point attribute, then use that inside the solver to only infect points with matching iteration number. Hope this helps! For_each_primitive_point_infection_system.hiplc
  6. Is it okay if you can provide a hip file so I can have a look? Or at least a screenshot
  7. How was your edges group created? Make sure your group type is set to edges, then in the convert line node just choose that group
  8. @CinnamonMetal Similar to what ibotatar mentioned above, on the convert line node set the group to your unshared edges and tick "remove unused points".
  9. like this? Not sure about the colour setup though H.hipnc
  10. Hi, I've made a quick setup similar to what Felix suggested. Hope it helps increment_anim_value.hipnc
  11. By default the attribute transfer will transfer all point & primitive attributes unless you specify otherwise, hence why you can see the Cd being transferred despite not seeing it inside the node. You can split your pop simulation by creating pop groups based on colour, then splitting them afterwards with split node. I've made a quick setup to demonstrate, hope it helps! split_pop_groups.hipnc
  12. Hi, with attribute transfer he's merely transferring the colour of the points (pop simulation) onto the mesh, so transferring the '@Cd' point attribute, which can then be used in rendering to apply different materials/colours to the static and melting parts of the mesh.
  13. the primitive VOP can be used for any purposes involving creating/modifying attributes for primitives. I made a quick setup to show how you can use the primitive VOP to randomise an extrusion, I've added some notes inside to explain further. Hope it helps! random_extrusion.hipnc
  14. Hi, think of attribute VOP as the visual version of VEX (e.g. point wrangle, primitive wrangle etc), instead of typing code you can use nodes inside the VOP to create and modify attributes. They can both achieve the same results, some just prefer visual scripting than coding and vice versa. Just like the attribute wrangle (VEX), Attribute VOP can work on any type (e.g. points, primitives etc), you just have to specify what type you want the VOP to run over (you can even type "primitive VOP" when searching for nodes and you'll be able to place one straightaway instead of having to manually configure the default attribute VOP which by default is set to run over points). '@P' is a local point attribute used to store the points' positions, and houdini needs that information in order to know where to place points in 3D space. This point attribute is writable meaning you can modify it, hence why when you apply noise to the '@P' in point VOP you see expected results. For primitives the '@P' (which stores the center of a primitive) is a read-only attribute, you can't directly modify it hence why you can't see any results when you apply noise in primitive VOP. Sorry for the long reply, hope this answers your questions!
  15. Hi Masoud, is this what you're looking for? With red representing the farthest points in distance. Distance To Boundries.hipnc
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