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About Yader

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  1. The Remesh mode does a better job with this. Look into help card for which attribute name to use.
  2. Just put the Table Import SOP into a Solver SOP and merge the frame before and first input and plug that one into the table import. Then you should get the cumulative behavior you're looking for.
  3. Here's a scenefile illustrating the above. I am sure there other interesting ways of accomplishing this. BoundingSphere_Overlap_Relax_yader_02.hiplc
  4. You could use the bound node on each object and calculate the bounding sphere, then take the radius of the sphere and write into a pscale attribute. With the Relax Node you then could separate your objects from each other. It's a rough approximation but could be sufficient for your setup. How do your objects look like?
  5. Attached is a possible way of blending different point counts with POPs and Pop Attract, but beware, this won't work properly with all fonts/glyphs. Sometimes you'll get artefacts. Best way to approach this is to resample, so the letters have same point counts. Pop_Attract_DifferentPointCount_01.hipnc
  6. I couldn't take a look at the posted scenefiles, but you could try to group all existing points/edges, connect curve ends by proximity, use carve for animation and then delete the connecting edges.
  7. TileProc For Houdini

    Indeed it did
  8. TileProc For Houdini

    Thanks for this, quick note: in the python code the file paths for mac os x still point to a clarisse directory
  9. Attribute transfer using PcOpen FAILING!

    You are not adding to the existing @Cd values in your wranlge, just add a "+=" to your line: v@Cd += pcfilter( handle, "Cd" ); which is the same as: v@Cd = @Cd+pcfilter( handle, "Cd" );
  10. I'm not sure if I understood you correctly, but there is a texture vop, which gives you three methods to blur images in shop context, Filter Width, Texture and Pixel Blur. See attached image. As to blur procedural textures, why not do them completely in COP Context, as inside a Cop Generator Node a lot of pattern nodes are at your disposal there. You could also try setting up an dynamic referencing network described here: http://ramblingsofadigitalnomad.blogspot.de/2013/10/houdini-basics-simple-texturing-using.html
  11. Differential curve growth

    Awesome stuff guys, in order to constrain it to a surface, I used inverted surface normals as velocity field (advect by volume pop) and the same geometry as static collision object, it's not perfect as steep or sharp parts on the geometry (ears) makes the particles go wild. Still a lot of fun to play with
  12. From shapes to curves

    You should lock the node, without it there's nothing in the scene.
  13. From shapes to curves

    You could group all points, subdivide the geometry and invert the selection to get the middle row of points and then delete or connect those middle row points. Upload your scene, makes it easier to answer your question.
  14. sparkler effect-how to create

    Take one single sparkle from your footage, go to AE or Photoshop and then animate manually from birth to death and then try to imitate that in Houdini. Should give you enough insight as how to approach this
  15. Well, I think so too. Matching the ID's of those two streams should bring the followers to the target particles, looks like a bug or the way Pop Attract works changed between H14 and H15.