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Found 10 results

  1. Boolean for instanced packed fragments for RBD

    Hey guys, I'm having an issue that has had me scratching my head for the past few days now. I'm creating a building for an RBD sim with instanced packed fragments. In order to save memory, I'm creating 3 fractured walls to iterate throughout the building. I'm then carving out the windows using a for each block, iterating through each fragment (nearest to windows) and a boolean to subtract the window hole geo, then repacking to the fragment into its piece. This way, the extra inside faces are attached to each respective fragment, and it becomes a new piece. Alternatively if I just booled the entire wall, I would have issues repacking with the new faces. The problem is that at the end of the for each block, it returns the subtraction geometry merged with the subtracted geo. It doesn't do this with lower density fractures- weird!! I've iterated through each pass to see where the extra geo is coming from, and can't find it for the life of me. Please take a look at the file attached, and let me know if anyone has any ideas! btw- apologies for the file- didn't have time to clean it up Thanks! Hunter buildingFracture_v12_debug_wall.hiplc
  2. Feather like movement

    Hello, I'm trying to get feather like movement on my particles. I've gotten really close by using a sin expression on particles with my geo instanced to them but they are all moving in the same direction with the same movement and it looks really strange. is there a way to apply a different sin wave value/expression per point? I've tried to use a for each loop but I am unfamiliar with using it on points only.
  3. Hi, I'm a novice and am following a tutorial where I need to use the 'For Each Subnet' node, but 16.5 has removed it. What should I use instead?
  4. The Cube

    Hey all, I got super excited on this image and started to make something based on it And now I'm reaching out for some guidance. Attached is where I was heading... still not getting the nice symmetry and variety that the image has. Any help would be appreciated thanks! cube_v001.hipnc
  5. The Cube

    Hey all, I got super excited on this image and started to make something based on it. And now I'm reaching out for some guidance. Attached is where I was heading... still not getting the nice symmetry and variety that the image has. Any help would be appreciated thanks! cube_v001.hipnc
  6. duplicate objects with vex

    VEX is relativly nu to me, even when I am familiar with mel and some other programming languages. So be Patient with me and dont make it to complicated At the moment I am creating a brickwall with a few for each Loops and I thought, hey those simple transformations can even be done in a wrangle. but all those point creation and create geometry with vex tutorials doesn't take into account when there is an incoming prim or box that should only be transformed - so i am more confused now. can somebody give me a short forloop example to move and duplicate a box, when the box is piped into the wrangle? thx deHeavy
  7. I have an RBD Voronoi fractured object that falls to the floor, and each primitive group is given an impact time attribute when each piece hits the floor. The system works so far - I import my fractured object, delete all the primitive groups except for one, and select the Voronoi object that will turn into grains at the moment of impact using a switch that changes the input from the primitive group to the grains. As long as I'm working on a single primitive group, it works. Here's a GIF showing the result on one group. Question: How do I use my effect - that isolates a primitive group and turns it into grains at a specific frame - onto multiple primitive groups within a foreach node? My attempt at a solution: With my system in a for each subnetwork, I replaced the group name that was previously fracturepeice_15 to 'chs("../each1/group")' to reference the current group that is being processed. However, the final result of the ForEach shows only one primitive group being turned into grains or the entire sphere that was fractured being turned into a clump of grains. If anyone can shed any insight on what to try, would be very grateful. Voronoi-ODFORCE.hipnc
  8. Hi! I'm new with houdini and I was wondering how to create a condition comparing certain attribute (point number) to create a group. They condition would be this: if point number of input 1 is greater than point number of input 2 then go to group A, after this I wanted to create a line with the points from that group. Don't know if it is the best approach, I'm a 3dsmax user and with particle flow u can do that kind of comparison between particles. Thanks for any advice! :
  9. vdb combine within ForEach loop

    hi guys , i have a question of vdb combine within ForEach loop i have few boxes which are being converted to cloud volume and for that i am using for each to simplify the process . but after for each there are multiple vdbs being generated which i want to combine to a single vdb density volume is there a ways to do this within the for each loop which will help a lot as i am not able to figure that out and i am doing the vdb combine manually right now? i have attached my example file to have a look also . thanks in advance VdbCombineINForEach.hipnc
  10. My goal is to solve using finite solver for each copied geometry. Within my scene, I simply copied geo onto a sphere( the sphere itself uses finite solver), and then I would like each copied sphere to interact with one another while, at the same time, being driven by the main spheres FEM animation. In other words, I want to constrain the copied spheres to their points while each one of them interacts with one another. Any suggestions or fixes to my setup? Thanks! FEM_foreachcopy.hipnc