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mestela

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mestela last won the day on May 13

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About mestela

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    Houdini Master

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    matt
  1. Carve Question

    if I understand what you're asking, put a polypath sop before the carve. that'll merge the 2 poly lines into a single line.
  2. Particles avoiding objects

    Pop metaballs? pop_metaball_forces.hipnc
  3. Look at the composite view tab
  4. You need to render the image, then cops will find that render and do its compositing dance. It's possible to make cops auto-trigger a render, but I find it gets houdini very gluggy and unstable in practice, so I avoid it. To be specific, go into ropnet1, select mantra1, and click 'render to disk' on the parameter pane. As soon as the render is finished, cops should find the image and be happy.
  5. I have an update to this using the edge transport sop, all procedural, no pesky solvers: http://www.tokeru.com/cgwiki/index.php?title=Houdini#Procedural_growth_via_edge_transport
  6. Random pop bounce direction

    Hmm, good challenge. I assumed there'd be a pops node or attribute to do this, but I couldn't see it. I did it in the end with a wrangle that detects when a collision has happened, and adds a random vector to @v. To keep the system from exploding I set a maximum number of bounces, and scale this extra random vector down after each collision, then forces v to 0 after that max bounce count has been reached (otherwise you get that annoying pops jitter when the particles are meant to have come to rest). Would be curious if anyone else has a cleaner way to do this. pop_rand_bounce.hip
  7. Sound Driven Deformations

    This might help: http://www.tokeru.com/cgwiki/index.php?title=HoudiniChops#Dynamics_driven_by_chops
  8. VEX quaternion to vectors

    ...and to finish that thought, now that you have a matrix, you can then take a vector that points along z, and multiply it by the matrix to give you your @N, and a vector that points along x to give you your @up. Example here: http://www.tokeru.com/cgwiki/?title=HoudiniVex#optransform_to_do_a_motion_control_style_camera
  9. Sine waves color

    http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex13#Exercises but more generally http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex In your case you could do something like float sin = fit(sin(d - @Time*4), -1, 1, 0, 1); vector col_hi = chv('col_high'); vector col_lo = chv('col_lo'); @Cd = lerp(col_lo, col_hi, sin);
  10. a sharing system in Houdini??

    wot tim said. sharing_emit_points.hipnc
  11. Constraints mixing pops and bullet

    That's really cool!
  12. You deleted a wire in the setup:
  13. Help With Speeding Up Render

    That sounds like a nice repro to send to sidefx, good thing to poke Kai about.
  14. Read only expression on left side of assignment

    Works fine here, sounds like a stuck wrangle, happens sometimes. Try copying to a fresh wrangle.
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