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Follyx

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Follyx last won the day on May 27 2016

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About Follyx

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    Illusionist
  • Birthday 08/01/1965

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    Olly
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    Berlin

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  1. For everone who dont know it already: detailed explanations about VDB, narrowband levelsets etc... from the founders at Dreamworks. Lot of explained examples in one file. A must have for everyone: Website: https://www.openvdb.org/download/ File: https://artifacts.aswf.io/io/aswf/openvdb/houdini_examples.hip/1.0.0/houdini_examples.hip-1.0.0.zip Dont miss to have a look, again, again... Cheers
  2. Scatter non-overlapping geometry

    another way to play with: intersection_grow.hip
  3. try to figure out different ways. What is the best and most elegant way (vex and sops) to bring an imported file to the ground (y=0)? one solution: ty = -$YMIN ... etc. But whats with the vex and sop way ? Naharia_15.hip
  4. dopimport y=0 is not y=0

    Fantastic Thomas, thank you. The checked Solve On Creation Frame makes sense and is currently enough for my "under the hood" knowledge. I really missed to check if its active on both. Ground and box.
  5. dopimport y=0 is not y=0

    wired: working on a big destruction file. And always got another result as I assume. So made this tiny file to check the similiar steps one after another and found following: After importing the small cube with y and ty = 0 into dops it isnt 0 anymore. Only after 50 frames it level near 0. But not 0. only with a checked "compute mass" and density NOT 0, y=0. As soon as I change the density, the y component change. Why is this? Looks like the atoms have come to rest... ;-). But seriously, is this wanted, an if so, why? gluetest_2_objects.hip
  6. Hi, so whats the correct way installing following directory structure into Houdini? This Example is from https://github.com/anvdev/Hammer-Tools: What I have to add into the env file? Or how could I manage this with the new packages? Where are the trip hazards?
  7. I have a compile block for a nested foreachblock and it shows up at the compile end an error, that the "point set is trivial". Anyway, seems to work. What is this?
  8. thanks to all. Brainbarrier is gone.
  9. scatter amount via vex

    ok, thank you to all and sorry for the late reply...
  10. Basic question: basically its not possible to set any attribute/parameter in any node. I.E. scatter node, force toal count (npts). There is no way to set this attribute via a i.E. Detail wrangle? Any other ways? Python? Or are some attributes not changeable from outside the node? Is this basically true?
  11. the title sounds promising hä? But I just want to know the story behind the not existing possibility writing to every attribute in a sop via vex. i.E.: a scatter sop. I can write the density but not the npts attribute. Why? Anybody knows that?
  12. scatter amount via vex

    thank you, so far, so good. But I dont have a chance to influence the npts parameter in the scatter Sop via vex, or? The Density per se is so vague. I prefer the exatly amount of scatterpoints. Or maybe I have the wrong approach in using the density. i i.E: a box 10 x 10 x 5. I want exaclty maybe 540 scatterpoints. How could I organize that via the wrangle node with density?
  13. scatter amount via vex

    is there a chance to control the scatter amount via a pointwrangle? There is just a checkbox for exporting the density attribute... hm... Or is there a hda outside where the npts is controllable by a pointwrangle?
  14. is there a way to set the npts parameter in a scatter node depending on the result of an if then statement in a pointwrangle? I thought maybe with a referenced chi but how could i write into the chi? On the other side i read in here that it is not possible to set parameters. Any Idea? The other solution would be to scatter it directly via my pointwrangle. Exist such a function?
  15. How would you solve that: if object A's approach is near enough on voronoid object B the voronoi becomes more detailed. Not continuosly, just one time. Both, Vex and Sops solutions are welcome.... Thought about it: just need a solution that something is happen if an object is close enough to another.... Thanks edit: distance function in vex would be one way, simple enough. Any better solutions? is there a more elegant function in vex for it?
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