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Showing results for tags 'sops'.
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Hey all. Just posting a new tool I recently wrote in case anyone is interested. It's an HDA for saving attributes into either data textures or mesh vertex channels for use in realtime shaders. I needed to do some fancy pivot caching and mograph type stuff in a Unity shader and after hacking together a solution with a python SOP I figured I'd package it up nicely for future projects. https://github.com/pixel-ninja/packChannelsHDA/releases/tag/v1.0
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"Loops" is my latest Houdini.School class covering process loops like for, for-each, while and do/while loops. I'll illustrate numerous examples that will focus on SOPs, VOPs, VEX, COPs, and LOPs. Learn more about the class and enroll here: https://www.houdini.school/courses/hs-231-loops
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Hi folks, I've got a vellum sim of scattered strings that have an animated falloff mask attribute, that wipes from right to left. I want to get dopnet's popcurveforce to pull them in as the mask moves. Although the mask attribute is detected, it's stuck to the first frame. Any way I can get this to update per frame so that popcurveforce reads it? lines.hiplc
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Hi - I've got a feeling there's a node somewhere that does this as one of its options, but I can't remember where/how. Basically I want to take a sphere and connect longitudinal lines around it, to form rings like this: I've got a simple setup going where I'm manually connecting points and polywiring them into rings - but it feels clunky, and isn't very procedural! I'd like the rings to be closer/denser too, so there would be tons of loops to connect. Plan is to do some sort of soft-body thing with the polygon sphere and use point deform to make the hoopy version follow along. Or something... Hope there's a nice solution! Thanks :-)
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Liquid SOPs is a new class focusing on building art directable liquid FX without actually using any simulation solvers. The goal is to generate the look and movement of liquid, but without the overhead and complexity of actual simulation calculations. So this means no flip particle simulations, no volume advection, not even vellum will be used in this class. Just good old fashioned ingenuity, procedural animation, noises, curves, VOPs, and of course some VEX to make it all work together. This class should get you to think about the mechanics of liquids, which will allow you think differently in breaking down that information into simpler ways that can be built with just geometry. Enroll today: https://www.houdini.school/courses/hs-224-liquid-sops Teaser: https://vimeo.com/678063221
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I’m looking for a way to go about connecting points based on a min/max distance. My goal is to skip connecting the points closest to the starting point, and only connect to points within the minimum distance threshold.
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I'm having an issue with the Beach tank shelf tool when I try to use the Ocean Waves SOP (along with a couple of Ocean Spectrum SOPs) to seed the waves. As you can see in the video, the velocity of the waves seems to be transferred to the boundary layer of the simulation, but nowhere else, and the passing of the instanced waves seems to have little impact on the simulation, when the waves should in reality be breaking on the beach. I've already played around a lot with this and I believe it could have something to do with the velocities of the points on which the waves are being instanced, but I'm not sure. Any suggestions would be great, thanks! Beach Tank Issue.mp4
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I'm currently building a POP network to simulate rain on a window and would like to mimick the small variations in surface tension that help cause the erratic motion of rain drops running down the surface. I know how to do vary an attribute using VEX, but I'm not sure how to go about it with parameters, since I can only assign one friction value for the whole of the geometry in the Static Object SOP. Any help would be great!
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Hi guys/ladies, how can I compute a proper vector field that's tangent to any arbitrary mesh in VEX? I used the polyframe SOP but there are some inconsistencies with the vector directions and plus I'd love to know a VEX approach for creating a proper tangent field on arbitrary mesh. Thanks in advance. (I've provided a file with the mesh I'm currently working on; see attached) compute_tangent_field_HELP_01.hip
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Hi guys/girls, so I built this voronoi scale set-up for a mesh (see attached file) and would like to transfer uvs from the original base mesh to the scales, I've tried several different look-up methods but nothing has worked thus far. I managed to bother Jonah Friedman on linkedIn who did a similar set-up on a chameleon spot for psyop (see video link attached below) and he said that he'd done that in fabric engine and to copy the uvs from the original mesh he did a closest point lookup, but sadly that has not worked thus far for me. The final model will be texture painted in substance painter. Any help from a some uv and texturing wizard would be much appreciated! OH, AND I THINK I HAD SET THE VIEWPORT STATE TO MANUAL REFRESH, JUST IN CASE SOMEONE DIDN'T REALIZE! TRIPS ME UP SOMETIMES. Psyop scale set-up voronoi_scales_RnD_06_odforce.hip
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I am trying to rearrange all the primitive blocks using for loop but couldn't find a solution. I want to revert all the pieces back to their original place from the centroid. I used 2 transform nodes in the for each node to bring all the pieces to the origin. Now, I want to bring all the pieces back to their original position aka the first screenshot. Heres the hip file. Thank you for reading reaarange_test.hip
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Hi everyone, I have a plant (leaf and stem) merged as one piece of geo with some dynamic animation. I'd like to animate the leaf separately and still be able to keep the current animation. Is there anyway you guys can think of that I could do this in a procedural way? any suggestions would be much appreciated. Even if you have suggestion on how I could do it differently from scratch that would be appreciated too. See attached file. Thanks in advance. philodendron_model_03_for_forum.hip
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- procedural
- modeling
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Greetings all! I’d like to know if it’s possible to pipe any one of the Maxon/Redshift noises into a SOP node in order to displace geometry on a mesh (rather than having Redshift handle the displacement at render time). I need to do this for the following reason: Maxon/Redshift has the specific noise I want (don’t want to spend a lot of time trying to replicate or approximate using one of the SOP noises). I will need to generate vine growth along the object I will be displacing with noise, so unless I’m mistaken, using render-time displacement is not an option. If there’s some workaround to this I haven’t considered, please enlighten me!!! Preemptive thanks for any responders! NpF
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Ive followed Entagma's tutorial to make a the custom snowflake growth solver, everything is working great. Ive added an ID point attrib to keep a constant point id. What I am now trying to do is to create an emitter from the latest points 'created' in the past 3 or so frames. I fully understand that I can import into a popnet and use all the age/life/birth/jitter options to get the effect im thinking of.... the problem here is that all points from the start of the snowflake growth sim, exists on every frame, which reads into the POPsource, not giving me the effect of NEW points making a trailing emitter. so ive been trying to do something as simple as using a SOPsolver IN SOPs(not dops/pops), to fade @Cd.r=1 every frame to black, then just using a blast or removepoint in wrangle to delete a threshold of points below a certain chf('threshold').....but i cant get it to act on the newly created points of the snowflake solver.... my second attempt has been: int prev = pointattrib(1, 'id', @ptnum, 1); if(@Frame > 1){ if (@id == prev){ @Cd.r=1; } else{ @Cd.r=0; } } [ NOTE: Im using colour to just automatically visualize this before swapping to removepoint or using a blast node w/ threshold ] So, wiring the stream from the snowflake sim, into a timeshift( $F-1 ), then into opinput1 of my pointwrangle, so i can read the id point attribute from the previous frame, compare it to opinput0, in which....logically in my head, should colour the current frame points to be RED, and the PREV frame points matching CURRENT frame points to be BLACK.... even if this worked, id be slightly lost on how to blend it with the past few/N # of frames.... to dumb my question down to the most basic, im needing to add an manual AGE attrib based on the per point creation frame or even just a time/seconds float.... keep in mind, this is not set up in dops/POPnet as of right now. im probably missing something fairly simple, unfortunately a search of odforce, cgwiki and sidefx forums havent provided me with a solution. THANK YOU!
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Question 1 Hi guys/girls, so my issue is I have a branch-like structure growing around a bottle with some fruits being grown out at ends, however I used the findshortestpath node to get the branches to be correct size as they're grown and now the point sorting is all messed up and I was wondering if there is a better way to get correct scaling of branches? Question 2 How can I get the growing plants to offset there growth in time in an orderly manner once copied to the branches. Question 3 Any tips on how to properly generate UVs on the growing structure? I've attach the Hip file, any help would be much appreciated. Thanks in advance. growth_on_bottle_test_01.hip
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- sops
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Hey Houdini legends, I am trying to create the centre of this flower. I have created all the tint disc flowers but now need to clone them onto a radial hexagon grid sort of thing. I have made a sphere and managed to get a honeycomb grid with the divide sop but I need the polys to get larger towards the outside and the pscale to reflect the scale of the prim. Any Ideas?
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Hi, As the title says, I'm trying to make hit data in sops. To expand on that I have a sequence of points moving through a piece of geometry and I would like to create a point that lasts for one frame at the point of intersection on the geometry. Is this possible? I have a rough setup that uses nearestpoint and fuse, but the points I am getting are not accurate enough for what I am trying to accomplish. Mostly because the moving points are very fast and all have random speed. Any help would be greatly appreciated. Thanks in advance.
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hey... I had an idea of directly fitting in the whitewater source via a sop solver in dops as a post solve, is this possible? I have tried it. but with no luck, also by applying a compress fluid. before Im gonna send scenes Im just wondering. And about the experience. was trying to get some more fluids overtime to fill gaps like you would do in a sopsolver in dops thnx
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Hey all, it's first post here and new to Houdini so I appologise if this isnt the easiest to follow. I have been trying to create a robust system for controlling vornoi fracture points, their glue strength and a way of manually breaking constraints between points. Ive been following some tutorials piecing together relevant bits from each to try and achieve this. My current issue Im facing is that once I play the simulation and the constraints start breaking they start flickering back on and glueing parts of the object which have already been broken. From my undertanding I think the manual breaking of constraints which is conflicting with the remove_broken SOP solver within DOPs, but I can't figure out how to get them both to work together. Any help would be greatly appreciated as I've hit a brick wall with this. Ive provided my scene file - I hope it's all easy to undertand. Thanks. Fracture_v001_notworking.hiplc
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Hey Guys, I have a bunch of jellies and a want to do a vellum soft body sim on them but the issue is that they all intersect and I don't want that. So I threw them in foreach and scaled them down. Now I want to scale them up while doing the vellum soft body sim. I tried the pressure thing already but it destroys the shape completely. So I went with a sop solver but that doesn't seem to work with vellum. Attached you find an example file. I hope somebody can point me in the right direction. Cheers, Lucas jelly_lb_v003.hipnc
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Like everyone else, I use a bunch of tools for my work. But I found myself using Houdini more and more for 2d work, including making a sketch or etch style of pictures like these. I did it using sops, and while I imagine there is at least a million ways to do that in Houdini, it was bloody fast, took just a few nodes, and with plentiful variations.
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I am not sure if this is the appropriate forum. I recently wondered how hard it would be to implement genetic algorithms in SOPs. The particular example I was curious about was if I could turn a box into a sphere by optimizing for a target function that maintains volume but minimizes surface area. Overall, this was easier than I thought and did not involve all that much code. I ended up recording a video that explains this: The underlying motivation was to get this working in PDG but I figured I had to start with SOPs first. Let me know what you think.
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Hey, I'm working on a building generator and I can't find a way to align my windows properly when the base shape of the building is oval. When it's a circle everything is okay : But when the shape starts to be oval, it looks like this : Here's the vop network I built to align it with a circle shape, but not functionning with an oval shape : I don't know what I miss to get it working... Cheers,
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Hi peeps, I'm using the SOP solver DOP to change my geometry overtime from one sphere to multiple spheres, however, when the geometry changes to multiple spheres it's still behaving like just one object instead of individual spheres and I can't figure out why! Any help would be much appreciated and I've attached the troublesome scene file. Also, I used the RBD Fracture object for this instead of the RBD packed, because I couldn't get the results out of the SOP solver to work with RBD packed object. I unpacked the geo in the SOP solver and repacked the output with the name attribute and it wouldn't work, so also, if anyone could shed some light on that as well it would be much appreciated. Thanks. RBDs_SOP_solver_testing_01.hip