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sadhu last won the day on July 17 2020

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  1. Check this file group_material.hipnc
  2. A little Stumped here

    something like this ? split_test.hipnc
  3. Convert array of int's to a string for str ptgroup?

    string test = ""; int searchPts[] = { 0,1,2,3 }; foreach (int i; int num; searchPts) { test += " "+itoa(num); } s@check = test; try this.
  4. Hi. Need help ! I am instancing redshift proxy object (Human character with primitive groups like shirt, pant, skin.. etc ) using "instancefile" attribute and using stylesheet to render it. I am not able to access subtargets and randomise any material parameter (like randomising basecolor of subtarget shirt or pant). I am able to do this using mantra and stylesheet but similar approach (targets and subtarget) is not working for redshift. In the stylesheet, the Target is set to point instances; I tried accessing primitive groups on the instanced object by adding subtargets to the target but it does not work. Can someone please help me with this. Thanks
  5. How to use len() ?

    There is one more function called arraylength that returns length of an array
  6. [SOLVED]Adding Noise To A Fan Force?

    have you tried setting default option to set always ?
  7. $HIP/geo/swaying_straight_palm/swaying_straight_palm_`padzero(4,stamp("../copy1","rnd_frame",0))`.bgeo.sc This works for me ! for string value; do not create variable in copy sop, instead write attribute name in 'Attribute Stamps' and write 'stamps' function in file sop to fetch geometry.
  8. rendering backward

    What if you load an obj you want to render backwards[example - sphere is animated from frame 1 to 24, use timewarp sop(one of the options to load backwards), input range set to 1 to 24 and output range set to 24 to 1] and render it with regular settings ?
  9. Using Houdini Offline

    http://license.sidefx.com/help.php?platform=linux&commercial=no&mode=quickinstructions Activating a Houdini Product without Internet Access If you do not have internet access from the machine running Houdini, you will need to use a second machine with internet access to acquire your licenses. Run hkey to start the Houdini License Administrator. Click on the Server Information tab and record the license server host and the server code. From the machine with internet access, go to http://license.sidefx.com/get_nc_license.php. Enter the server name and server code and select the Houdini product to activate. Cut and paste the SERVER and LICENSE keys and and save them to a file on a disk. On the machine running Houdini, select File -> Manually Enter Keys.... Paste each key into a text box usingCtrl+V and press OK. You can now run the Houdini product.
  10. Assigning material to RBD

    Try unpacking after dop import sop by unpack sop. Each packed pieces is represented by a single point, upon unpacking you will have access to inside and outside groups.
  11. scatter points with age/life?

    Should be good enough to give you an idea. You can refine it further. solution_pointage.hipnc
  12. Velocity field from animated geometry

    You need to import vel field using dopimport field sop from SMOKE_VECTORS dopnet. Then specify the path of this dopimport field in PARTICLE_FIELD dopnet/popadvectbyvolumes1 dop. set the velocity source to sop. Refer the attached file. There are other solutions as well, I just continued with your existing setup. Hope this helps. vel field from points_B_Solution.hipnc
  13. I am not an expert on this. I had asked similar question few day back http://forums.odforce.net/topic/22596-extracting-transformation-using-matrix/ This is what I understood so far. Experts please correct me if I am wrong. read this http://mathforum.org/library/drmath/view/69806.html 1. You need a 4x4 matrix. First three rows gives you orientation. (N, up and bitanget refer file. You can give them any name for example name them as New , upon, bit and it works just fine. Their connection sequence is not important. Make sure you make the same change for both the 4x4 matrices in the attribvop.) 2. These vectors form a reference plane for static geo and for the moving geo (these vectors get oriented as per the motion of the geo and so does the reference plane for the moving geo.) 3.about inverse matrix. I think following explanation will help you understand why we need inverse matrix. Take a any geo, create vectors using polyframe node (N,up, bitanget). Connect attribvop to it. Create 4x4 matrix from N up bittanget and P. Invert it.Multiply P by this inverted matrix. You will notice all the points of the geometry go to center of the scene. 4. Last component of 4x4 matrix gives translation (element 12 , 13 and 14 of a matrix, so P is connected in the end)