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Found 7 results

  1. Opacity from Attribute Transfer

    Hello, I have having trouble with a particle effect and I can't find anything on how I would achieve it. I have a rough idea of how it might work but my houdini knowledge and experience isn't good enough to actually do it. I am trying to create the effect of an illuminated object flying through a room full of particles, like dust in a warehouse. I want the particles to initially be invisible and only when the target object passes by for the particles to become visible and then begin to glow. So far I have a set up where the target object flys through the scene and collides with the particles. As it does this I have an Attribute transfer that gives me a field of influence that I want to drive the visibility of the particles. Does anyone now how I could do this? ParticlesTest_v032.hip
  2. hey! I have thousands of primitives and I need to filter them and delete the ones that has a bounding box volume bigger than a certain value, I tried the measure sop but no luck, at the moment what I'm doing is a very tedious procedure of playblasting one for each frame based on their name and review the playblast to spot the bigger ones, but I know there must be something smarter...
  3. Getting view 2d rect from 3d geometry

    Can I get somehow 2d rect from SOP geometry using viewport transformation matrix?
  4. How can i measure the bounding box or distance between copys with different scales, so they don't overlap when copied to points or particles? and if i use a particle system how can i feed that data to the particle system so the particles have enough room inbetween so the copys don't interact...
  5. hi everyone got a little problem here - i've setup a ragdoll system for my crowd... i've animated a door in maya that opens up and that was exported from maya via alembic. the prob is as the characters run towards the door they sort of collide around a bounding box and i cant figure out why? has anyone encountered this? Its really pickling my head - they are clearly hitting a bounding box of the opening doors I'm afraid i cant send a scene either anyone any ideas? thanks ant
  6. hey, i have a geometry that i am fracturing with voronoi. i need to separate these pieces into active and passive pieces. instead of selecting them by name, i would like to select all the pieces within a bounding box/sphere. i thought about using a group sop and selecting by bbox, but this selects points or primitives, and not my piece* groups from voronoi. any ideas? thank you so much!
  7. Hello!!! I have a question regarding how to map the scale of a UV Project node (or any other value for that matter) using the bounding box of an object. I'm still getting used to the way the Houdini expressions work, so I would really appreciate a lot any input hta you could get me. I'm using an image sequence to trace some geometry, but I would like to have that traced geo to have the UV's properly projected since it is changing its form. One way that I tought of working this out is linking the UV SCALE values to something like this: UV Project SCALE X = bbox(myObject, sizeOfTheBoundingBoxInX) SCALE Y = bbox(myObject, sizeOfTheBoundingBoxInY) SCALE Z = bbox(myObject, sizeOfTheBoundingBoxInZ) I tried using the $BBX and $D_SIZEX but the UV Project node throws me an error and the scale gets evaluated in 0. Thanks a lot four your time guys!!!
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