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About gnarlog

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  1. very simple lighting question

    Just got a chance to take a look at this. Wow, I wasn't even aware of this method, but it's really neat! I'm not a coder, so pardon me if this is a dumb questions but: How is it that $out is initialized to 0, but later in a for loop is having a vector added to it? Might you have an example hip file? Thank you again for sharing this.
  2. very simple lighting question

    Oh, wow, cool! Thank you! So I take it lights have to be manipulated at the object level? I'll post a scene here for you to look at... Thanks a lot for taking the time to do this! light_instance_test_v001.hip
  3. Hi there, I'm trying to instance lights to particles, but I've noticed that object merged lights don't light the scene. Anyone know why that is, or what I'm missing? I've used the instance node, and it works, but I'd really rather use copytopoints if possible. Thanks, Matt
  4. Instancing lights and Redshift

    Also, for some reason I'm getting lights instanced to the vertices of the static object the particles are colliding with. Anyone know why that might be? Thanks, Matt
  5. Instancing lights and Redshift

    Hi all, I have some more amateur questions about instancing lights and rendering in Redshift. At the moment, I have a scene that uses the traditional method using the instance node, which works fine, but I'd like more control, so I was going to try copytopoints. Particles are driving the light positions, and I'd like to control their color and intensity with particle attributes. Does anyone have an example of that kind of setup I could look at? Thanks, Matt
  6. Cloud light in Redshift

    Hello everyone! I would like to get Redshift to read the results of the cloud light node in a volume render. I apologize if this is a topic that has already been addressed, but I wasn't able to find anything that I could use(translation: I didn't find a big button to press that said "render cloud light in Redshift":).) I know that an rsvolume material node will read Cd just fine if you put it in one of the Color Channel fields, so I tried putting Ce in there instead, but that doesn't seem to work. Seems like maybe the right way to do it would be to copy Ce to Cd in the volume, which sounds straightforward enough, but I had trouble with that. My first notion was to just go into a volume vop, bind Ce and Bind export it to Cd, but then I noticed that I didn't even have a Cd attribute in my volume, and that these really aren't even attributes in the normal sense anyway. In short, I don't have any idea what I'm doing. Has anyone else here tackled this issue? And if you don't have the appetite to try to describe a solution to a novice, could you point me to some material that might point me in the right direction? Cheers, Matt
  7. fbx imported anim not colliding with flat tank

    Thanks for that suggestion Paul, turned out to be both that and that the velocity magnitude on the geo wasn't high enough. The uniform divisions were low enough that the details of the whale weren't being captured, and the velocity magnitude needed to be multiplied by a factor of about 6 to get what I was looking for. Thanks for the help!
  8. Hi there, I have an animation of a polygonal whale jumping up and falling down. It was created and exported from 3dsmax. I'm trying to bring it into h13 and add some fluid splashes. All I've really done is use the ocean fx flat tank setup and played around with it. I can't get anything that looks remotely like a realistic splash, in fact none of the changes I make to the static object collision parameters seem to make much difference, All I ever get is a small number of displaced particles around about the middle third of the whale, and they don't seem to behave realistically -- they look kinda like maple syrup shot in slow motion. However if I drop a sphere into the scene and keyframe it with a roughly similar velocity, it does pretty much what I'd expect, nice little splash. I feel like I must be missing something really basic. I've attached the fbx(zipped) if anyone is patient enough to look at it. Any advice would be greatly appreciated. Thanks, Matt Humpback_Whale_Jump_1.zip
  9. Thanks for the responses! Eetu, that is exactly what I was after. Thanks again!
  10. Hello there, I would like to take an alembic imported point cache and turn on the vertices based on some velocity magnitude threshold using a delete sop, but have them not turn back off(get deleted) when the velocity magnitude goes back below that threshold. I know this kinda thing is doable, but I suck at houdini. If anyone is feeling charitable, I'd really appreciate it. Thanks a lot, Matt
  11. setting attribute components in an expression

    That is perfect! Exactly what I was looking for. Thank you!
  12. setting attribute components in an expression

    By the way, I feel compelled to say that after reviewing a number of threads in this forum, that I think it's quite remarkable how smart and helpful this group of people are. Very impressive group;)
  13. setting attribute components in an expression

    Hi Mangi! Thanks for the response. So... Let me see if I can put this more clearly. I'm actually working on a scene right now where I'd like to be able to do what I'm talking about. I have a windforce node connected to a pyro sim. I want the wind to blow toward the camera, so I subtract a reference point from the camera position. I want that vector to be normalized. So it would be really handy to be able to open the expression editor in one of the velocity parameter fields and do something like: { vector windDir = (camPosX - refPosX, camPosY - refPosY, camPosZ - refPosZ,); vector windDirNorm = normalize(windX, windY, windZ); .... } And then assign the components of windDirNorm to the corresponding parameter fields. As far as I know, when you return whatever you've calculated, it applies exclusively to the parameter field that you opened the expression editor in. Of course, it's not really a big deal to use a vop sop to do that job, but it would certainly be nice to be able to specify a field in a vector parameter to assign the component results to from a vector calculation in an expression. Does that make any sense? Thanks a lot, Matt
  14. setting attribute components in an expression

    Now I usually just use vops when I run into this kind of problem, but I'd still like to know if this is possible? Is the question clear? Anyone? Thanks, Matt
  15. Hi there, I'm fairly new to Houdini, and this may be common knowledge, but I couldn't find any reference to it, so here goes: If I have an attribCreate sop set to create a vector and I open the expression editor through one of the component fields, can I set the other components in that expression? Thanks a lot, Matt