Jump to content

benne5

Members
  • Content count

    98
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    1

benne5 last won the day on September 20 2017

benne5 had the most liked content!

Community Reputation

11 Good

About benne5

  • Rank
    Peon

Personal Information

  • Name
    Matthew
  1. Scene View Message

    hou.ui.displayMessage prints messages to a ui. How do I print instructions to the scene viewer?
  2. I'm trying to wrap my mind around the usage of the Compiled block nodes. I have taken a look at the example in the documentation. But, I am still confused about what scenarios you would want to use them in? Could someone please describe when a user might use it and what the advantage is?
  3. For Each Attribute Value

    Oh. I got it You just create another begin block. Thanks!
  4. For Each Attribute Value

    As a follow up to this question how about multiple inputs into a foreach? How is that accomplished with the new block foreaches?
  5. What is the equivalent to For Each Attribute Value parameter in the new for each blocks? I haven't used foreach since they have been updated.
  6. [Solved] Texture_placement based on point cloud

    I'm interested. I took a look at the original file. But couldn't find a solution yet.
  7. Export Fractured Geometry

    There are many options fbx export, rbd_to_fbx export, sop_static_fracture_export. This question is basic enough that I suggest a quick look through the help documentation. At the top of Houdini select Help--contents--then search for what you are looking for.
  8. simple bullet sim problem

    Instead of making using your objects as rbd packed objects make them a glued object. This will create a constraint system between the packed pieces.
  9. Wire simulation, switch between keyframe and sim

    At SOPS level use a timeblend node. Set the Hold Last Frame parameter to the last frame of your animation. Then simulate your wire your wire at the held frame. There are many ways to specify when your simulation will start. The easiest being to set the Start Frame parameter on your DOP net.
  10. fireworks forming shapes

    Make the shape you want out of a curve. scatter points along the curve and emit particles from the points.
  11. RBD Fracture Geo - Retain UVs

    Preparing geo is usually the most time consuming part of destruction. A few nodes you can look into gamedev thicken, gamedev voxel mesh, or remesh. Also take a look at the solution by spencer here: Also, what changes to the geo you make you can always attribute transfer your original uvs onto.
  12. Updating RBD constraints from deforming geometry

    Attached is a file that might help. orientation_question.hip
  13. Brick/Stone Wall - Broken Horizontals

    The cluster functionality is on its own node in H17. I don't have H17 in front of me right now. But a quick search in the help docs should locate it.
  14. xyz problem for imported fbx

    After importing .FBX it is good practice to create a geo node. Inside your node place an object merge node and path it to your desired object. Then set the transform parameter of the object merge to "into this object". See attached example. This simulates gravity as expected. gravity_working_as_expected.hip
  15. xyz problem for imported fbx

    That is very strange behavior. You can adjust the Orientation of the scene settings in the Houdini Preferences. Edit--Preferences--3D Viewports--Orientation. Make sure that Y up is the orientation. Also, there is a check box on the FBX import to "convert to y-up." Ensure that is turned on when you import.
×