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Skybar last won the day on July 30

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About Skybar

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  • Birthday 11/28/1991

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  1. about parallel processing in VEX

    You can set the Attribute Wrangle to run over "Numbers". Then you can specify how many elements to process in each thread. There is some info on it here: https://www.sidefx.com/forum/topic/51525/
  2. Enforce Prototypes @ptnum

    Yeah in that case you need to declare @ptnum at the top. So: int @ptnum; int id = point(0,"id",@ptnum); setpointattrib(0,"Cd", @ptnum,id); Think of it as a key. If you write @ptnum further down, it will take a look to see if it's allowed to accept that. If it isn't declared, or if you make a typo (@ptnmu) it will error because it isn't allowed. I don't think you can get rid of @ altogether, but you can add it to a variable to get rid of it further down: int @ptnum; int pointnum = @ptnum;
  3. Enforce Prototypes @ptnum

    Not sure if I understand you correctly but this works: https://github.com/jtomori/vex_tutorial#enforce-prototypes So with Enforce Prototypes turned on, basically: int @ptnum; vector @Cd; @Cd = @ptnum;
  4. Converting integer to string atoi

    i@test = opdigits(s@name); https://www.sidefx.com/docs/houdini/vex/functions/opdigits.html
  5. Hmm yeah sounds strange. Try it in a fresh scene and see if that helps, otherwise probably contact support if you havent already.
  6. Are you running out of RAM? It can happen if your sim is too high res.
  7. Mantra transparency

    Couldn't you also just put -shadow in Render Visibility on the geo node?
  8. cluster constraint

    You can set up constraints pretty easy with RBD Cluster SOP and RBD Constraint Properties SOP. If you switch the Cluster Type on RBD Cluster to "Group Constraints" it sets up groups for you, so you can have different constraints for the clusters and between clusters for example.
  9. Tab Menu

    I usually just press tab twice, to close and open a new one. It's kinda quick.
  10. From 9 primitives to 1 primitive

    Yeah kinda depends what you are referring to specifically. Polysoup or packing will turn it into 1 prim.
  11. [SOLVED] Normals point away

    Why? If you check the geometry spreadsheet, a point at the origin will have P = (0, 0, 0). A point further away from origin might have (2, 0, 5), which is a larger value. If you use P as a direction vector (without normalizing), a point further away from origin will have a longer vector. Say your A vector is (0, 1, 0). This is a constant number, and the same for all points. You add this to a point at origin (0, 0, 0), and your N will point straight up (0, 0, 0) + (0, 1, 0). If you add A to something further away, it will get (0, 1, 0) + (2, 0, 5). So that point will get an N that isnt pointing up. In your code in the first post I think you want to do this: @N = normalize(a+normalize(@P));
  12. Everything falls in the same speed in a vacuum regardless of size or mass. Try apply some drag.
  13. fake fire rnd

    Hey thanks for sharing, this is great! I have a question: in the dopnet this vop "gasturbulence_with_normalize_vel/add_forcvel_temp_to_vel" you are binding 'forcevel_temp' as a float even though it is a vector. Is there a purpose for this or just a mistake?
  14. Mouse causing hand wrist pain

    Definitely go for a wacom. I've exclusively used a wacom for houdini for a many years now and it's just wonderful, and it's a lot faster getting around and laying down nodes than with a mouse ontop of being ergonomic. If I only have a mouse I can barely get anything done and it's just tedious, I don't know how you people do it. Get a wacom.
  15. Well what you get from a POP simulation is not a particle system. If you middle-click you can see that its just points basically. When you "Add Particle System" on those points you do get a primitive and an actual particle system, so the points will belong to this primitive. I think this particle system thing is a bit legacy from the old POP system before it was moved into DOPs, it's not really used for anything else that I know of.