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About Navneet Arora

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  1. Particle Birth rate based on velocity source

    you can isolate the source points before feeding them to pop solver, would be easier , or just create an attribute by taking a sop solver inside ur dopnet and use that as emission criteria. Regards.
  2. POP Attract by points with different attraction forces?

    In pop Attract node under force tab you have an option called use vex expression, there you can vary your force scale based on particle Id . like : forcescale*=fit01(rand(@id),0,1);
  3. Control per particle Gravity Force

    Use a Pop Force node and check use Vex expression and modify using : force*=fit01(rand(@id),0,1);
  4. Deforming object iteraction with FLIP

    can you post your hip?
  5. Deforming object iteraction with FLIP

    You can try incorporating velocities from the object itself by sourcing some and adding to flip velocity.
  6. DOP inside animated alembic not following animation

    No worries , just keep in mind that you were sourcing it using the initial data which won't solve at every frame, so to be safe enough use source volume when you are dealing with these kind of issues.!
  7. DOP inside animated alembic not following animation

    Can you try this and tell if it fixes your problem. HoudiniDOPProblem_Fix.hipnc
  8. DOP inside animated alembic not following animation

    Can you please attach your alembic along with this hip?
  9. VEX nearpoint

    You could potentially run a for each loop per primitive and then iterate over each primitive using nearpoint function to get those nearpoints per prim. or use primpoints function and store them in an array.
  10. ForEach VEX doubt!

    thanks man! that works, i didn't miss that float thing i missed up with setting the attribute i believe. because i did turn that into float but certainly i was not setting up the attribute this way. anyways i really thank you for the help
  11. ForEach VEX doubt!

    hey guys, I have various primitives and those have different amount of points on them, for example each one primitive might have 10 points and other might have 20 so it varies like this, Now i want to have an attributes which ranges from 0 to 1 for each primitive just like what we get from curveu attribute in resample node. I know how to do this in for each sop but i want to do this in vex, am somehow not able to get that loop working correctly. I store the array using primpoints to get the points on that primitive and iterate that through a for loop but i am not able to get normalised value ranging from 0 - 1. Can please someone help?
  12. Impact Data from Particular Object Id

    yes i found out, it is objid
  13. Impact Data from Particular Object Id

    I just went through the hip and he's simply breaking the glue based on impact, but that is not what iam looking for. I want glue to break when it collides with a particular objid.
  14. Impact Data from Particular Object Id

    Hello guys, How can i use impact data when an object hits a particular object in my case a ground plane to break the constraints, For eg - i have certain glued objects falling on the ground , some of them are breaking in the air while they release due to impact generated while i want they should only break once they collide with the ground plane else their strength should remain -1. So how could i extract object id of ground and use that as an impact data.
  15. Randomize orientation at the first frame for particles

    you can create an orient attrib and apply attribute randomize (orient rand) and feed it to dop , or you can post deform your orient attrib after sim.