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Found 6 results

  1. Hello, hopefully someone can help. I have a creature exported from Maya as an Alembic where some of the normals were reversed. I’ve blasted out groups of those points and reversed the normals, then merged them back in. It works fine on frame 1, but as I scrub time the point numbering changes, so the points defined in the group are wrong. Can I make the numbering stick so groups work? What would a Houdini artist do? I’m primarily a Maya artist, and in Maya the CVs ID doesn’t change. Could it be to do with how I exported the alembic? I don't have a Maya licence at home so can't easily re-export to check the options.
  2. I am having a really tough time matching the reference of cannon firing from an old pirate ship. I am not able to get the smoke quality and shape or the wind that picks it up. My sim always ends up looking too powdery or thick. If I lower dissipation then the fire or explosive part remains too long. I would be grateful for a working scene file or a setup. Here is the reference:
  3. Hello! How can I delete by particle ID in a blast/delete sop? It seems like it would just be $ID == 2 to delete particle with ID 2, or something like that. Nothing I tried worked : ( thanks
  4. Ok so I've done the opposite using a Blast, removed all primitives from my DOP import in order to properly convert and surface my particles. But now I want to remove the particles, keeping only my primitive geometry after my DOP import. I'm trying to also use a Blast but have been unsuccessful so far. And then hopefully merge these primitives with my surfaced particles to just a single RENDER (null) node. My end goal is to just have a SINGLE render pass for a FLIP sim with primitive geometry under water. Not even sure if this is possible.
  5. HDA Blast Selection

    Hi, I'm trying to do an HDA that will have an input of a geometry, delete geo keep points... then a point blast based on a selection and then output it as obj sequence. well I want it to be an HDA so I need to make the selection in the digital asset upper level. The problem is when I drag the group selection to the parm interface it copies but then I select the little arrow and it says not enough inputs connected... do you have any idea how to connect them and be available to select in the top level? I'll send an example in attach. blast_selection.hda
  6. Hey all, just a really quick and simple one. I want to delete based on Cd parameter, that I created with vopsop (I don't want to add a color SOP to have a local variable CD, because it would be slower and I'm working with lots of particles), and I'm unable to do so, because the expression @Cd.x>0.5 doesn't work in the blast SOP.. Can anyone explain me why? Thanks!
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