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Everything posted by amin.khormaei
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I created a python SOP_Node, there's a class inside that with a list class member, I want to create an array attribute for the node and put that list on the array attribute. I studied all the method that exists for creating attribute but I couldn't figure that out. Please help me. BEST REGARDS.
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HDA: Reference to external files [FIXED]
amin.khormaei replied to amin.khormaei's topic in Scripting
I solved that myself and found a better way than a custom script. The solution is in the image below. -
HDA: Reference to external files [FIXED]
amin.khormaei replied to amin.khormaei's topic in Scripting
HDAModule works with embedded scripts but my code is in an external python file when I add the file the event handler change to custom script and the custom script does not work with hdaModule(). -
How can I reference a python file from HDA, I don't want all of my code to be in the HDA itself.
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RBD acting odd (Collision act as a solid object)-[FIXED]
amin.khormaei replied to amin.khormaei's topic in Effects
This is the second time you saved me from a simple issue, I work with micro solvers easily , but always there are some simple issues that waste my time. thank you anyway.- 2 replies
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- solid
- penetration
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- 2 replies
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- solid
- penetration
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material variation in KARMA [FIXED]
amin.khormaei replied to amin.khormaei's topic in Lighting & Rendering
Thank you for helping me- 4 replies
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- material
- varaiation
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material variation in KARMA [FIXED]
amin.khormaei replied to amin.khormaei's topic in Lighting & Rendering
Thank you but how can I use material variation node for randomizing a material parameter per instances?- 4 replies
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- material
- varaiation
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how does the material variation node work in karma?
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- material
- varaiation
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how to force flip affect rigid bodies? [FIXED]
amin.khormaei replied to amin.khormaei's topic in Effects
It worked , thaaaaaank you- 4 replies
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- flip affect rigid body
- rigid body
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how to force flip affect rigid bodies? [FIXED]
amin.khormaei replied to amin.khormaei's topic in Effects
Thank you for the reply , let me test and see the result- 4 replies
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- flip affect rigid body
- rigid body
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As you can see in the image below. If the rigid body is on the left side of the merge node the rigid object doesn't obey the force of the flipfluid and if the rigid body is on the right side the behavior is odd. what's the correct workflow?
- 4 replies
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- flip affect rigid body
- rigid body
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Don't simulate pyro for this one, just use rasterize from attribute. In a large-scale explosion from a far distance, you can't see the smoke-like behavior of the explosion like the explosion of stars.
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Nice workflow
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- motion blur
- flip
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I always have problems with motion blur for water surface mesh, One time I fixed that problem but I forgot that. as you can see I used a trail SOP to produce velocity for the mesh but the trail SOP creates velocity per point and that's why the motion blur is odd. How can I create proper motion blur for water surface mesh?
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- motion blur
- flip
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As you can see the surface filtering doesn't work due to a lack of level-set grid. Is there a node to change the VDB or add the level-set grid to a VDB?
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Changing the y-AXIS voxels is normal because all the fields are fixed to a reference field with gasmatchfield dop. Having an increase in particle numbers may be affected by reseeding.
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Repellants doesn't work with particle fluid tank
amin.khormaei replied to amin.khormaei's topic in Effects
No answer??? -
Why do repellants of whitewater only work with the guided ocean layer (ocean source node)? And it doesn't work with particle fluid tank
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Suppose you use DOPnetwork for simulation. That's easy, use the initial state. If you use Pyro solver sop, right click on the pyro solver and allow editing of contents, in that huge network select the DOPnetwork and use the initial state.
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But when I use guided ocean layer, houdini automatically creates uniform volume in MAT section. It creates the ocean volume when I choose small ocean or large ocean from shelf. Is there any ways to bring ocean volume shader without selecting small and large ocean from shelf?
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The thing is the volume shader doesn't have any parameters for spectra and spectra mask as you can see.
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I have the same issue.
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As you can see I used a guided ocean layer from the shelf, But the interior volume doesn't obey the extended surface size. How can I fix that?
- 1 reply
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- flip
- flip fluid
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