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Ziyad last won the day on September 15

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About Ziyad

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  • Birthday 03/29/2001

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    Ziyad Abahussin
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  1. 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
  2. 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.
  3. 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
  4. 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!
  5. 2d shape, SDF issues...

    Hi Masoud, is this what you're looking for? With red representing the farthest points in distance. Distance To Boundries.hipnc
  6. Hi, for some reason I can't seem to get your hip file working properly, it opens the file fine but the pscale is uniform and there is no falloff as shown on your screenshot (perhaps you're using an older versions of houdini?). But I made a quick setup to show how you can reverse the pscale, have a look and try it out on your setup. Hope it helps! reverse_pscale.hipnc
  7. Sop Solver

    Hi, that's because on first frame you are asking for the spheres to remain at rest position but then increase in y-position if the condition is true, which will always be true, therefore it will execute the second 2 lines (since they come after in code) and your spheres will increase in y-position on first frame. A fix would be to simply execute those lines after frame 1.
  8. The purple box represents the bounds of the simulation, anything inside that box is what gets simulated. Go the flipsolver node and under the 'Volume Motion' tab open the 'Volume Limit' tab, from there you can toggle off the preview of the box as well as control the sizing. You can also use this bounding box as a collider, click on the fluid object node and toggle 'Closed Boundaries'. If you wish to only see the melting cube while also playing with parameters, you can pin the viewport to the obj level. Go back to the obj level and toggle off the display of the AutoDOP node, and only keep the display on the 'box_object1_fluid' node. After that click on the pin icon (see image) to pin this viewport. Now if you go inside the AutoDOP again the viewport won't change and you'll be able to play with parameters while also viewing the mesh version of the melting cube.
  9. The 'Heat within object' tool expects 2 inputs in order work, an object to be used as the heat source and a fluid object (particles) to heat when interacting with the heat source/object. You can see when you click on the tool houdini will prompt you to select an object first (see image), in your case I assume you want the sphere to be the source of heat so select that and press enter. It will then ask you to choose the fluid object/particles to heat, go into your AutoDOP and select the fluid object node and press enter. It should then hopefully work! P.S. In your hip file you have the 'Viewport Selecting Enabled' option toggled off for the sphere object (under 'Misc' tab), enable that back so the sphere can be selected by the shelf tool.
  10. When you generate constraints (for example with vellum) Houdini will represent the constraints using polylines e.g. primitives (see below image - white lines). These constraints do not represent the original primitives of the original geometry, they are newly created primitives used to control the behavior of the simulation. If you middle-mouse-click the constraints & geo null nodes you made you'll see that the number of primitives does not match. As for the point count/number, it will remain the same since constraints are stored using primitives/polylines that connect each of the existing points (see below image - blue dots). Apologies if my explanation is bad
  11. Hey, The attributetransfer node works by proximity, hence why it only works properly on the first frame since the original geo and the vellum simulation are both in the same position. Every point in the vellum balls looks for the closest point in the original geo and reads its colour, since the vellum balls are changing positions constantly the closest point will not remain the same. A fix for this would be to transfer the colours using point id since both the original geo and vellum balls share the same point number & id. You can use either an attributecopy node or a point wrangle to do this. Hope this helps! SOP_CONSTRAINT_COLORS_2.hipnc
  12. Alternatively you can also use this code in sop level. Use the parameters to specify the min/max frame intervals.
  13. Select/Group only "Vertical" Edges?

    Try out the "Include by Edges" option in the Group SOP node:
  14. Hello, Like Fred suggested, your absorption vector attribute has 0 values, hence why it's not showing anything. Give the absorption attribute a value like {1,0,0} then use the Dop I/O node to import the volume fields including the absorption. You should then be able to see it working.
  15. Houdini 20 Wishlist

    For VEX it would be cool to have an additional (but optional) argument taken when creating channel parameters to specify the default value. For example, when creating a channel float parameter in VEX you can type something like chf("my_float", 1) and that would create the parameter with 1 as its default value, rather than 0.
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