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Found 6 results

  1. I've finally figured out how to hack together the effect that I'm going for, but I'm sure there's a better way to go about this. Scene attached for reference. rings.zip
  2. Hey all, Consider me very new to the forum and to Houdini, even though I've been a member for a fair while (lurker at the best of times, absent at the worst), and a fan of Sidefx since Houdini 1.2. I just have not used Houdini as much as I would like to over the years, so have remained an eternal beginnner! I'm hoping for that to change gradually, starting now. Thank you for your patience with what will no doubt seem to be foolish questions. I love seeing spreadsheets of values while I work, so I can learn quickly whether things are working the way I think they are. I've copied a sphere primitive to some points, and stamped a scale value to each one, which I'm then using in the uniform scale of the Sphere SOP. What I'd love to be able to see is a spreadsheet of the stamped scale values for each copied primitive. Do I have to create an attribute after the Sphere SOP and set it to the stamped scale value, just so I can see what that value is in a spreadsheet, or is there a more direct way without any further effort/overhead? Thanks! M
  3. Hi, I had created a sphere and then fractured it, then I had selected few pieces so that I could copy them randomly onto few particles/points via the copy sop. The problem is that, I want the copy sop to randomly pick up any one piece out of my selected pieces say from "piece0" to "piece8". But what actually happens is either only one piece is copied to each point/particles or all the eight pieces are cluttered together and copied over each point. How can I set up a workflow where the copy sop randomly picks up any one piece from the provided pieces from the fractured geometry and instances it onto random points? Thanks.
  4. i'm just starting out learning houdini and i'm completely and utterly in love with it. i'm going through a beginner training series that's currently demonstrating how to make icicles hanging from a roof. i believe the training was made in houdini 12, and i managed to follow it just fine in houdini 14 apprentice. i recently upgraded to v15 though and decided to back track on the training, but i'm not getting the same results. the way the training explains it is: - start out with a grid and a line - grid -> transform to put in place where roof is - transform -> mountain to create deformations - mountain -> paint on grid to create black and white image where icicles will form - paint -> scatter points using paint color (Cd) as density - scatter -> point1 sets normal downward - point1 -> point2 randomizes scale length of line through the particles -> add scale - line facing down z-axis - line -> resample for extra detail - resample -> copy (left) and point -> copy (right) to create lots of lines with differing lengths hanging downward - copy -> particleFluidSurface (left) that SHOULD make blobby shapes around lines that then get shaped into icicles. from what I understand particleFluidSurface generates a fluid on the surface of points based on the pscale attribute, which was made in point2. when i middle click on point2 i can see the pscale attribute, but the attribute is missing when i middle click on the copy sop. i'm going to attach the hipnc file in case i didn't do an adequate job explaining what's happening. everything happens in icicles_GEO. any help/direction/clarification would be appreciated. thanks so much! ATTACHED blomp_icicles.hipnc
  5. Hi, This might be a very noob question, but I am still in learning of Houdini and I am stuck at this one point. Basically I got a ring of points that I want to copy a bent geometry to. However the twist/ bend sop only bend in one direction, so the same thing happens when I copy it over. My goal is to get them all to bend out from the circle and with a bend going downwards. Any suggestions on how I can do it? I have attached some images that might help explain what I want. Thanks..
  6. Playing around with the copy SOP
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