Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Deviner last won the day on March 26

Deviner had the most liked content!

Community Reputation

26 Excellent

1 Follower

About Deviner

  • Rank
  • Birthday April 28

Contact Methods

  • Website URL

Personal Information

  • Name
    Ivan L
  • Location
  • Interests
    Houdini, VEX, Python, OpenCL

Recent Profile Visitors

2,423 profile views
  1. Random link of interest

    perfect sand refs on this channel https://vimeo.com/atelieramaco
  2. Multiple Wire Objects with Wire Glue Constraints

    Hi @karanjaura, Your scene is pretty much realtime for me, don't listen to that guy, he just spams with answers not bothering with the correctness of those. You need to sort the points properly which is hard to do with the old wire tool. You have to consider using the vellum tool instead, it's the modern approach. This page will help you along the way https://www.tokeru.com/cgwiki/index.php?title=HoudiniVellum
  3. Houdini -> Quixel Mixer -> UE4

    Hey @sant0s81, I'm glad it worked. I reckon the best way would be to create base colors procedurally and then select the areas you need the most manually. if you have a "path" or "name" attribute you can split it in a better way tho with smth like this. @Cd = rand(random_shash(s@name)); randUVcolor_v001_t01.hiplc
  4. Houdini -> Quixel Mixer -> UE4

    But we don't know the language.. This is is not the answer to the question about UV's, the Valley scene too... ______________________________________________________________________________________________ It looks like it's been a problem for a while for them. https://help.quixel.com/hc/en-us/community/posts/360009633797-When-will-Multiple-Texture-Sets-be-available-in-Mixer- You can try procedurally color the model by UV connectivity or smth like that if it helps. randUVcolor.hiplc
  5. Accessing @age

  6. Python Ldraw coding help

    Hey Peter, Did you have any luck with it?) It would be nice to have a tool like that, especially with USD and Karma!) I found this, but it doesn't work for me for some reason https://github.com/sttng/LegoToR
  7. Dynamic Bullet Constraints

    I suggest you check this scene https://github.com/pedohorse/educational-hips/tree/master/throwing_knifes
  8. How to approach Flour in Houdini

    "Grain Solver or the Vellum one?" if you have a good GPU go for vellum, if not, grains is still a solid option. "Also, after all, I need to use a custom Force to "Explode" some Grains in the air, because it seems impossible to happen with just the ball collision." True, this is the way You need a mid-res grain simulation with decent motion + upresing on top of it + additional particles simulation.
  9. bounding box orient to emitter pyro

    Hey Isah, I got the same result in both cases (just the container rotates) which houdini version do you use?
  10. Hi Voxel, I hope this can help you) curve_noise.hipnc
  11. Accurated mix colors in Flip

    An interesting approach from the last Siggraph https://dl.acm.org/citation.cfm?id=3214767
  12. HDK Nearest point

    thank you for a reply right, I'll check this Anyway, I'm not sure about the approach I'm using. Ideally, I need an array with some closest points
  13. Hello, I started learning hdk. I need to find a nearest point, what the best way to do this? I have an example code in attachments. But it doesn't work as expected. Thanks sandDunes.cpp sandDunes.h
  14. How to Stop Jittering Particles

    sometimes it happens if you use jitter in the source. Try uniform distribution of points
  15. Hey Jim, I hope that's what you need. 3d_dash.hiplc