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About draxysd

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  1. You could do a little bit of a trick and assign random mass to the particles and then in your geo node, stamp bigger debris pieces on bigger mass particles.
  2. Hi Guys, As the title says, is it possible to reflect a custom parameter made with a bind export node. For direct rays, it renders fine, but is it possible to get in the same Image Plane the reflection of that parameter in another object. I am creating an RGB matte and would need the mask also reflected. Hope I'm being clear enough. Thanks in advance.
  3. Flip explosion problem

    Hi @gao, Your angle is not good to see the behavior of the simulation. In your preview, I can't see the ocean surface to see what is going on. Can you make a preview with the camera raised a little bit.
  4. Effect Versioning

    Thanks for the resources @ikoon, i have qlib, will check it out.
  5. Effect Versioning

    Hey thanks guys. Some very interesting approach. @ikoon the comment field stays on the node as opposed to the @bonsak detail attribute which stays with the cache. Did I get this right? Thanks again. If anyone else would like to shed some light on their caching practices, I would be more than thankfull
  6. Effect Versioning

    Hey Bonsak, Thanks for your answer. I was thinking along similar lines. My main problem is tracking the hip file which generated the cache when I have multiple versions because clients often want to roll back to a previous version. My current thinking is along the lines of using python to parse the filename for prefix and version in two parameters and reference those in the filename, so I can override just the hip version to use old cache. I'm probably overthinking this though
  7. Effect Versioning

    Hi guys, I hope I can pick your brain a little bit. I would like to know how you guys manage your effects versions. My concrete scenario is a couple of strung effects. It starts with a RBD explosion sim, then a pyro sim off of that and finally advecting particles along the sim. I like to hold all these in the same geo which poses a bit of a problem. How do I correlate the cache version to the hip file version? My approach is to use this in the filecache node: $HIP/geo/$HIPNAME.`opname("..")`.$OS/$HIPNAME.`opname("..")`.$OS.$F.bgeo.sc (windows guy, so I like to keep all sequences in separate folders). This complicates if I don't want to redo the RBD sim for example, then I have to replace the $HIPNAME with the absolute name of the file which simulated the RBD version. I know it would be much cleaner if every sim would reside in its own file, but that is a little too small of a granulation for single person workflow. If you could shed some light/share your practices, it would benefit me immensely
  8. Pyro collision with packed objects

    I tried that, and can get the pyro to "see" the collision geometry (it dissapears when an object passes through it), but cant seem to get the collision velocities working. I made a vel vdb from v attribute, but pyro seems to ignore it.
  9. Pyro collision with packed objects

    Hi everyone, I have a situation where I have packed objects simulated in dops that fly away. What is the best method to import them in another dopnet and have them be a collision geometry. So far all my efforts were not productive. I am guessing it is something really obvious that I am missing but I don't know what it is Thanks in advance.
  10. Strange VDB bounding box rendering

    Hi everybody, I have this weird VDB rendering bug that I can't seem to get rid of. The volume is rendering fine, but I'm also getting a bounding box (which reduces in size if I use vdbclip). I'm sure it is something very basic and stupid, but I just can't seem to get rid of it. Thanks in advance
  11. implicit uv problem

    Okay, found a workaround (as it usually happens, within seconds of asking other people :). I used a xyzdist to transfer the implicit uv to the points instead of calculating the procentage. If somebody can explain why the implicit u coordinate differs from calculated percentage that much, I would be very thankful. Might save me some headache in the future. P.S. for anybody interested, here is the wrangle code used to get the u coordinate: int prim; vector uv; xyzdist(0,@P,prim,uv,100); @perc = uv[0];
  12. Hi guys, I have a bit of a mindbender. My idea was to make a complete line trail from a point, make some attributes on the line and then carve that line to emit particles behind an object (reading the percentage attribute off the points). I went ahead and computed percent along the path for each point on the line. Except that when I use that percentage in a primuv expression, it does not align with the point. Here is the vex code (run in detail mode in a wrangle node) used to calculate percentage along the path: float perimeter = prim(0,"perimeter",0); float len = 0; for (int i=0; i<(@numpt-1); i++){ len += float(length(vector(point(0,"P",i+1))-vector(point(0,"P",i)))); setpointattrib(0,"perc",i+1,len/perimeter); } @totallen = len; the last bit is just to check if my aggregated length is the same as the measure sop length (which it is). As you can see in the attached HIP file, the point follows the line, but diverges from the original point positions (which is the whole point of the setup). Hope it is something very obvious I'm missing and you guys can point me in the right direction. primuv_problem.hipnc
  13. Scaling force influence based on particle age

    Thanks for your reply James, very insightful stuff. How about affecting standard dop forces on a per point basis. One thing that comes to mind as a workaround is to make a volume from the attribute on each frame in SOP solver and use that as a mask for the DOP Force. Not as precise but if you don't have much particle interpenetration, should work. I just have to wrap my head around how to build this.
  14. Hi everybody, I want to have a bit of control over my simulations (in this case flip, but it would be good to have a general dop workflow). I want to be able to apply a force based on my particle age (or in general based on a point attribute). What would be the best way to do this? I was thinking of fiddling with popwrangle. If this is the right way, do I affect the velocity or some other attribute of the points? Thanks in advance
  15. Hi, I have a little problem. I am making a curve sweep in houdini. My setup is to scatter points on a thin plane, noise it, then animate that along a path. I objectmerge that into a new object make a trail in sop solver and mesh everything in vdbfromparticles. I'm kind of starting to hit the vdb resolution limits (it is starting to take way too long to compute). Is there a way to sweep a noised line (ideally just noised points) and make a ribbon out of that. What I want is something like a sweep but to be able to manipulate the points that make the line during time with wrangle nodes. Basically, I would just like to get a polygon strip that I can texture as oposed to the full vdb meshing (I have uvs on my vdb, it's just a little slugish and the interpolation screws up some areas) Cheers.