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Everything posted by Follyx

  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

    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
  5. 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.
  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. 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?
  10. scatter amount via vex

    ok, thank you to all and sorry for the late reply...
  11. 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?
  12. 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?
  13. 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?
  14. 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?
  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?
  16. an object with voronoichunks. Part of them should set to active for the DOP via a bounding region group. But this kind of grouping just work with pointgroups. How could I select a couple of objects from the chunks via an third object i.e. a box or sphere wich I could move afterward? Elegant would be an approach via pointwrangles: "if it ist inside the region so set it to active..."; so I need the syntax for: "is it inside" [bounding region?], like that. And of yourse the approach with sops... or maybe grouping the points from packed objects and ...or a proxy with placeholder points for the chunks... and, and, and... canot figure it out. Thank you in advance. edit: found one here:is point inside geo? but isnt this example laboirous for my needs? Dont know.. edit: the sop way is solved, was my mistake. But I'am heavily interested in the vex way...
  17. second playbar

    is it anyhow possible to get a second playbar? 2 Monitors. One with one big floating scene windows, second one with small scene window in the H main window.
  18. sparse pyrosolver particles

    Perfect. Thanks a lot
  19. sparse pyrosolver particles

    Hi, so why my pyrosolver will not handle all of the particles? Any help is appreciated sparse_solver.hip
  20. over time the examples and tutorials become more and more. And you know, the amount of them become huge.I look forward to organize them in a practical way. But didnt found a way till now. Oraganizing with categories as DOP, SOP, etc., or via the author. Collect them without sorting (terrible)? I dont find a way to organice them in a satisfying manner. How do you organize your collections of it? Thanks in advance
  21. organizing of examples / tutorials

    Thanks for the good answer. I do it in a similiar way but its not as satisfying as I hoped and so I looking furhter for the definitive guide for it. Its also a big ting to organize it in a way that you really find what you want. Just organizing your collection is one side, finding on juwel in it the other. But the way you described above and wich I use at well in a similiar way seems to be the best for me.
  22. constraints with facet and prim sop

    thank you
  23. Is it still neccessary to put a facet sop with unique points followed by a prim sop with scale set to 0, after the constraint sop? Or isnt that urgent since H18? https://forums.odforce.net/topic/28679-cone-twist-constraint-relationship/?do=findComment&comment=162968
  24. reading / writing pointattr

    thank you
  25. reading / writing pointattr

    2 Wrangles: 1. setpointattrib(0, "pointatr", 2, 11); @getatr = @pointatr; 2. @getatr = @pointatr; so why istnt the @getatr not affected (spreadsheet is still 0)? Only if I put the @getatr=@pointatr in a following wranglenode its working. Whats the background for that? Wranglenodes work of all points in parallel. But also the included instructions? Not first the setpointattrib for all points and then the a=b?