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jonidunno

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About jonidunno

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    jon
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  1. Hey Timur, This might help you! particleEmmit02.hiplc
  2. It can be done! Taken from this method https://www.sidefx.com/forum/topic/59026/?page=1#post-265835 attached is something I made. Hope it helps... VellumPointDeform_002.hiplc
  3. Orient away from object

    Hey Konstantin, Appreciate it!
  4. You can try using a point deform after the sim like this... Hope it helps VellumPointDeform_001.hiplc
  5. Orient away from object

    Thanks! I will take a look appreciate you taking to the time to look.
  6. Hello, I'm trying to wrap my head around this... how could I have the orient of nearby points (possibly with a falloff) point avoid (point away from) a nearby object? My setup right now consists of copied points on a surface and would love them to directional rotate away from the sphere as it gets close to them... here is a scene file if anyone wants to take a stab! pointAway01.hiplc
  7. Attaching Vellum to a pop advection sim

    Well, that is a very simple solution! Thanks @Atom, much appreciated!
  8. Greetings! I'm trying to attach a vellum sim to a pop sim... The idea is that I first do a pop advection sim then attach vellum cloth to that so they collide and interact with each other... It's almost there, with one slight issue. It seems that vellum is calculating the particle point for every frame and I need it to calculate only the newer emitted (birthed) points... Is there a way to tell it to do so or is there a cleaner setup to achieve what I want? Attached is a simple test scene of where I'm at. Any help, guidance, or advice would be greatly appreciated! vellumParticleTest01.hiplc THANKS
  9. Sweep Control

    Here is a test scene where I set up two attempts. sweepTest_v001.hiplc
  10. Sweep Control

    Happy Friday, I'm trying to re-create this work in Houdini... I was trying to achieve with a sweep and custom curve but wasn't able to get the variation like on the example attached. It just looked like a repeated pattern. Can anyone provide a push in the right direction. I'm sure it's a simple step Thanks,
  11. Thanks, Mauborba this helped me out alot!
  12. Thanks for your response I think I figured out a great solution: - Dropping a partition sop - find the attribute name you want, which in my case is named "agentshapesname" - for the rule say `@agentshapesname' and boom groups. thank you for helping!
  13. Happy Friday, I'm currently working on a project where I need to export alembics assets into C4D. The assets I want to export have embedded Prim attributes that I want to convert to Prim groups in order for the artist to have control of the material selections in C4D. Currently, I'm splitting all the attributes and converting them to groups manually which is time-consuming and can break. Since I'll be modifying and making adjustments I was wondering if there was a more procedural way of doing this through a wrangle or possibly the partition sop? Any help would be greatly appreciated, thanks!
  14. Make smoke stick to particles

    This could help you too: https://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Tornado
  15. Filling a container with RBDs from bottom

    Toadstorm had a pretty good solution for this: Scene file at the bottom of the thread
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