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Found 16 results

  1. Hello, I'm trying to get a point deform sop to deform hi-res hairs by simulating lo-res hairs and using the point deform sop however the piece attribute is not working as expected. If I have a point id attribute on the curves, the deformation doesn't work at all. In the first image, I am deforming only 1 lo-res curve by using the id attribute as a mask. The second image is the resulting hi-res curves supposedly deformed by the point vop. I've noticed if I don't use the id attribute, the curves will deform properly however I need the piece attribute functionality since the hairs will be overlapping one another. Any ideas? pointDeformPieceNotWorking.hiplc
  2. Hi, So I've got a bunch of particles that die after 1 second. On these points I have geometry copied on it. The first second the geometry stays and the animation looks fine. But right after some particles start dying and are removed. The geometry jumps to other points and cause the animation to look weird and flickering. My guess is that if a geo is copied on pointnumber 1, and this point is deleted. Another point becomes number one and therefore the geometry jumps to that point. Both have a different id attribute. So I'd rather want the geometry being copied by @ID instead of the pointnumber. So that when that point dies the geometry is removed too. How can I do this? I've added an example file. Particle Copy example.hipnc Thanks in advance M Particle Copy example.hipnc
  3. Is there a way to iterate over an attribute and copy specific geometry per matching value? Currently I'm isolating the points with the same value and the meshes with the same value, then copying to points. I want to automate that part. Say I'm copying over points and each point has 1 value per MaxHandle out of 6 possible. Then I have 6 meshes with said MaxHandle values in another node. I want to copy the meshes with the same MaxHandle to the point with the same value.
  4. hey! I have a flip cache and I want to delete some points that go out of control. I just discovered that id and ptnum are not the same, so if I select and blast those points houdini reads the ptnum of points and blast them which is perfect in that frame but wrong in the others, so I'm looking to find a way of telling the blast not to delete base on the ptnums of selected points, but on the ids of the selected points...or build a group with the same idea... cheers!
  5. Hello! Would someone mind telling me what I am doing wrong? I wanted to delete some points from a flip sim by id. I went to a frame where I could see all the points I wanted to delete, then dropped a timeshift and froze to that one frame. I grouped all the points I wanted to delete and then blasted not group. That gives me a static frame of all the points I want to delete. I created a point wrangle will all the flip points going into my 1st input and then the points I want to delete going into my 2nd input. In the wrangle I typed: if (@id == point(@OpInput2,"id",@ptnum)){ removepoint(0,@ptnum); } For some reason that is not working. If I change the first line from @ptnum to an actual point number like "23", then it works perfectly. Since I want to compare all the points I am putting @ptnum. What am I doing wrong? I also tried just adding a blast node with this as the group to delete: @id=`point("../blast1/",@ptnum,"id",0)` Thanks delete_by_id.hip
  6. 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
  7. Hello, I have a feeling this is a common issue, but its a bit hard to explain / search for a solution. I've imported an animated alembic file, used unpack to get the points and put it through a trail node to get the point velocities, the problem is that the point count changes as some of the objects "disappear", so you get brief flicks of extreme velocity as the point IDs shuffle, I am curious about the method(s) for dealing with this problem.. Thank you
  8. Hello Guys. I got stuck here in a middle of an project and i can't find a solution. My problem is : I have a grid of points , and an animated point running over the surface of the grid. My "running" point have an attribute that is transferd ( via attrib transfer SOP inside anSolver) to the grid points by an proximity radius. then I use the transfered attribute to isolate only the grid points that are tuched by the "running"point. But the @ptnum of the remaining points is changing. And i need the @ptnum to grow in the order detection ( @ptnum 1, 2, 3, 4, 5 etc) why is that happening to understand better I've attached the scene file ptnum_chaos.hip
  9. Hello guys, I found a lot of topics on this and no one seems to solve the issue but i think it might not be impossible I have this ripping cloth with and extrude node at the end, so it's changing it's point count and consequentelly every point number is also changing. Is there a way to add a unique and persistent ID to every point, creating new IDs for the new ones? Odforce.id.hiplc
  10. Hello everyone, Hopefully, someone can help me with this one :-) I do have a bunch of particles flying upwards and creating a trail of points behind them that i connect as polylines with the trail SOP. (see attached image) Then i scatter some points on these lines. These new points inherit the id of the original particle and what i would like to to do is to use these id's to control a nearpoints function in order to connect with the nearest points except with the points that have the same id (basically i want to connect with those points that are not in the same line as the point that searches i attach a file and an screenshot of what i have so far Any help would be really appreciated! cheers!! connecting just to other lines.hipnc
  11. hi there, (this is a more precise question that the one i made before) I am trying to search for the closest points with different id and then connect them :-) Basically, every single point should be able to connect with other 2 or 3 other points max but avoiding points with same id (so no connections with the points of the same curve) see attached file and screenshot of what i got so far many thanks!! :-) connecting just to other lines.hipnc
  12. Hi, I'm a student learning houdini. I'm working with particles and I want to delete just few of the points that I choose. I tried to use particle ID but because of the life expectancy variance, the id keeps changing and I couldn't delete the point. So, for the same reason delete SOP doesn't work too. (It only gets deleted in the specific frame which I selected the point) Are there any resolutions of deleting particles that I want to delete? I've also seen an example hip file in odforce that uses 'for loop node' in VOP but I couldn't try that way because it doesn't work in houdini 16.
  13. Hi! did anyone experience the same issue? I imported an Alembic file with different face IDs to Houdini. But when I export it back via Alembic just for testing the ID grouping is basically right, but they don't have the correct order/ID… , they are randomly distributed. I cannot see any pattern. It's neither alphabetically nor based on face count. My node tree consists of: Alembic Import Node –> ROP Alembic Output. On the left side you see the original mesh with correct Material ID order and on the right side the imported Mesh with the wrong material order. Does anyone has a solution for this? Thanks in advance!
  14. Hello, its my first time posting here. I am using a particle network to generate trails using the trail SOP. In that trail SOP, I would like to give each trail a different length but I have no idea how to do it. Thank you all. particleTrail.hipnc
  15. Hi, I'm trying to render with objectID aov in Arnold. I haven't used AOVs yet, so I'm a bit confused and the arnold doc is very meeeh about that. Do I have to make shaders for the aovs ? How do I set an ID to an object, or a group ? I'm still trying out ... but any info would be great.
  16. Hello guys, I work whitewater for splash. I made a whitewater source particle. I want high velocity pariticle delete. So I made a high velocity group made. However, The pariticle are removed from the group while slower speeds. For example is parabolic movement. But If I want to continue to maintain, including once in the group based on the ID. I try it use sop solver. but point count changes does not work. Is there any way what? Many thanks, Hyungi Jeon.
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