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About kungFu

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    Dundas, Ontario. Canada
  1. Sweep Node

    turn the resample in your file to something like 50. click on the sweep node and under the output path turn skin output to "off". Now with the sweep node visible (blue flag), click on the transform1 SOP above it and slowly change the rotate Y values. You will see how the copies of the line become oriented to the curve they are swept against more end to end. Sweeping between two (or several) curves from end to end instead of side to side will end up giving you a messed up output. A lot of Houdini operations use the +X axis as the zero point for copying items
  2. check this link as well http://forums.odforce.net/topic/10207-3d-mandelbrot-primitive/ cheers, kf
  3. If I understand your first question, you want the velocity from a shader. That means you have to calculate (render) the shader to get the color value to transfer it to the grid as velocity. Am I missing something? If it is a series of images you want, then you have to render the series out and put it in the attribfrommap SOP. You could pipe the render into a COP and then reference the COP in the attribfrommap SOP so it updates every frame. Alternatively, you could put the mandelbrot functions onto points, with a point SOP, crank up the resolution and just render that (with color). Why don't you post what you have so far as a file? kf
  4. Probably a few ways.... You can use an "attribfrommap" SOP. This works on prims or points. Drop one down and connect it to your geometry, add the file you want to get info from in the Texture Map field. If the geometry had UV's this texture will lay in the same spot as your shader texture. After the attribfrommap SOP the color from the image is now on the geometry. You can use something like a point SOP to attach it to velocity. In a point SOP under the particle SOP "Add Velocity" then use something like @Cd.x @Cd.y @Cd.z to get the color on to the velocity. This isn't going to impart a particular direction to anything, just vary the velocity. velFromColor.hip kf
  5. Controlling random emission of particles

    You can delete particles before they get into the sim., for example, add color to the points with a point vop (something like animated anti-aliased noise), then delete the particles that are red. Alternatively you can switch it to use "all points" and then in the Impulse Activation field use some thing like this pulse($F, 20,24) ||pulse($F, 30,38) so pulse turns it on for the duration, and then the OR operator. you can add as many pulse expressions as you like this way. You can add to that to randomize the length of the randomness pulse($F, 20,24) ||pulse($F, 30, int( fit(rand($OBJ),0,1, 33,38)) ) so this will return one burst frames 20-24, and another from 30 to somewhere between 33 and 38. The noise pattern run over the color will produce a nice result too. sorry those should be $FF not $F in the POPNET kf
  6. Cloth Simulation for Crowds

    hmm...no i was just guessing. I just did something similar with Golaem. Can you put the file up with the attempt, so I can take a look at it? We are probably talking about two things. Using an alembic file over time, and a cloth sim. kf
  7. They might be there you just might not see them. On the bottom right of the interface click the preferences icon. Turn off "Integer frame values".
  8. Cloth Simulation for Crowds

    If the end result you want is the same as the last image in your post,with all the flags having the same orientation, then just attach the alembic as prop via the layering. Once it's output, just add a timeshift on with an expression to shift the flag sim around so each flag gets a different chunk of animation. kf
  9. you could just use a copy sop and copy metaballs to the points. if you only want to see this at rendertime, leave the display flag on the points and ctrl click the copy node kf
  10. right. So just generate all the geometry first, then simulate it. This would work fine, unless you are trying to do something where there is some sort of behavior you need connected to the exact emission point. You could blend between the static model and the simulated model after it's been simulated. for example if you had the full mesh simulated, then had an attribute applied by it's length, you could blend from simulated to not simulated. the Geometry could be revealed with a carve, in comp, or just post simulation point cull. I should add that I'm talking about the video you posted which doesn't have much movement and basically no (some well hidden) interaction. kf
  11. Varied Attribute After Each Render

    Wedge ROP?
  12. Well, it's just geometry, so you just use whatever type of DOP you want to deform it like cloth or FEM. Alternatively, you could just run some noise through it, which is way faster and easier to control. generate_geo_KF.hipnc
  13. Multiple UV sets workflow

    Been a while since i did this... but...if you middle click on the node and view the attribute spread sheet you can see if the uv's are there as a vertex attribute. just use attribute delete and remove one uv set, add material. Another chain, delete the other uv set, add material. kf
  14. How to deform a volume with Geometry

    Your question is a little vague. The video you attached is just using velocity vectors to push around the volume. If you want a better idea on how to control this, I would take a look at this video which shows how to set-up custom vectors http://www.sidefx.com/index.php?option=com_content&task=view&id=2209&Itemid=262 js
  15. HScript in File COP file parameter

    It doesn't seem to be a lot of work manually. Bring each file into COPs, put a shift node on each stream, set it to "shift start to shift value", then plug all of them into into a sequence node. Is this what you are doing and want to find an alternative to? js