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Navneet Arora

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Everything posted by Navneet Arora

  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. Scatter sop Attribute bias?

    Hello , I am not able to find attribute bias option in scatter sop in H14 , anyone having clue?
  13. 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.
  14. Impact Data from Particular Object Id

    yes i found out, it is objid
  15. 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.
  16. 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.
  17. How to control rotation in RBD sims?

    you can update w attribute every frame or just on the intial frame of simulation so it will act as an initial force. add w attribute to override attrib in packed geo options
  18. gas disturbance only when emitten the first second

    you need to mask your turbulence field with the age field, search on odforce for creating age field .
  19. Constraint RBD to animation

    did you solve the problem? if yes could you please post the hip of what you did? Thanks
  20. PC Build for Houdini Dynamics

    0Personal suggestion : i7 6800k or 2xe5-2620v4 (if you have the budget) asus x99-a MOBO corsair vengeance ddr4 2400 mhz 64gb gtx 1060 or 1070 (if you have budget) 250gb samsung evo ssd get a decent air cooler like hyperx 212 Go for windows if you dont wanna complicate your life else LINUX is ideal and 6 core would be enough for rnd purpose else get dual xeons. This system you can build under 2500$.
  21. attaching fracturing geometry to an animated base

    you need to add timeshift and stop it at first frame for rest position and then feed that to 3rd input of transform pieces. it will work.
  22. Constraints on animated fractured RBD

    One way is you could use solver and transfer color so it doesnt change...Check the attached file. fractureTest_Fix.hipnc
  23. Flip Sink Gradient

    You could randomize that based on ptnum.
  24. DOPs Initial spin at event.

    You could simply modify "w" attribute after packing the objects and it should inherit angular vel after you turn on inherit velocity from point velocity in rbdpacked objects inside dop.
  25. Constraint to deforming static objects!

    Hello people, Is it possible to stick constraints to deforming static objects because it follows the active rbd object motion but not the static ones. i have tried using override with sop and other methods but none of them seem to work. I have created constraints on first frame of the timeline and now the mesh is deforming so i want the constraints to remain attached to it while detaching as the object becomes active and then it should follow active rbd movement. Regards,