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Found 4 results

  1. Hey guys! I'm trying to wrap my head around the solver sop. I have an alembic geometry that needs an attribute for the frame any point started changing position. What I tried was, inside a Solver SOP, appending a Point VOP where I subtract the rest position from the new one, compare the length of that delta and then write the frame on an attribute. The test and such works fine, but then my frame keeps changing, which I understand that it happens because I haven't figured a way to stop the value from changing. What I'm trying to achieve is to do a color ramp on the points by the attribute that tells which frame started moving. Any help will be very much appreciated! 20200316_CubeAnimation.rar
  2. Hi everyone, I'd like to be able to adjust the HSV via an attribute expression. What's easy is multiplying the point color with something like this: "value * fit(float(rand(@elemnum)),0,1,0.5,1.5)" However, just using that expression multiplies the color with a random number giving a generally blacker/whiter color. What I would like is to be able to change the saturation separately. The result would be a set of X wires having the same color with a saturation/value range of 0.5 to 1.0 Is there a good way of achieving this or do I need to stick to the simple multiplication?
  3. I have an animation from a fractured finite elements sim. the resulting geometry has been smoothed with vdb and re-meshed ect. the geometry and point count is different on every frame. I'm trying to figure out a way to color parts of the geometry hopefully with the paint sop. obviously UV's are not an option. Painted or grouped points on one frame will be distributed to to different locations on the animation on another frame. A rest sop doesn't help as the geometry in constantly changing. Is there a way I can paint color on part of the animation and have it stick there. Thanks
  4. Hey guys. I'm pretty new to the houdini world, and I've been experimenting a lot of things. Is there a way to get the RGB values of scattered points using attrib wrangle? Im not too familiar with the VEX syntax, so Im having a hard time figuring it out. I have random colours signed to a scatter node and some geometry copied on to the points using a copy node. I want to limit scatter the geometry based on the colour of the scattered point. Thanks!
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