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Found 6 results

  1. Hey magicians, Been getting crazy with wire solvers. I think the issue is because I get the points changing over time and the constraints go crazy. I've been reading that I need to create a id attribute with $PT to hold the value, tried that with no luck. Animation works fine until the number changes Any tip will be super helpful, thanks in advance.
  2. Hello there! Kinda new around here; think this is my first post, but lurking in the shadows and reading a lot this forum has been a great resource in learning the tools of the trade with Houdini lately. Well, straight to the point; I'm wondering if it's possible to make a parameter fetch a value from a created attribute. Can't post my network right now, but imagine; I have a IsoOffset, which creates a volume from a Boolean to be read by a Measure node; After that I promote the created Primitive attribute to a Detail attribute and Scatter some points on it. After this, a PopNetwork is created and I want it to emmit from the created points; but I need it to stop when the Volume Detail attribute is over a certain value; I'm wondering if via Wrangle I can do this with an If function, but then again, how would I transfer the final variable value to the Birth Rate Parameter in the Pop Source? I thought of something like this in the Parameter Field `detail("obj/Geometry1/attribpromote1", "VolCut", 0)` but it doesn't seem to work. Any ideas? Kind of noobish, so don't judge me hard on this! Cheers and thanks in advance!
  3. anyone know how can i read a value from a frame number ? for example in frame 40 and want to access an attribute value at frame 20. is this possible to do this via expression ? tnx
  4. Hello, I'm looking for the best way to prevent an attribute from changing once it has reached a certain value. I'll have other benefits from this, but for now it's to control the "active" state of some points via an animated object. I'm setting a group of point with a bounding sphere grouping, then I wrangle i@active = 1 for that group. but, obviously, when a point is back out of the sphere, it's out of the group and gets a @active = 0 again. I'm wondering if it's doable in VEX (if active becomes 1 then never change again) or if there's other tricks to do that. here is a simple hip file where I move the points up when they are in group1, so for this exemple, I would like the point to never come back down if they get moved. Thank you! I've seen a way to do that in a particle tutorial, where the colours get changed and is then prevent from changing back when outside a box, but I just can't remember, and can't get my hand on that video again : / OD-F_keepattrib.hipnc
  5. Hey guys, first post here. I'm extremely noob at Houdini and I've got a very basic question. I've got a particle system going, and after the POPs system in the Source Particles SOP it creates, I'm trying to use the Y position of each particle to drive a Blend Sequence that is copied onto the particles with a Copy SOP. What I haven't been able to find is how to query the Y position of my particles. I can find their positions with the Geometry Spreadsheet, but the name of the attribute it gives me is "P[y]", and typing that into an expression doesn't seem to work. I had thought it might be "@P.y" but that errors out as well. I think one of the problems is that I'm not telling Houdini WHAT to find the Y position of. But again, not sure how to find that. I've googled and did a cursory search of the forums here but all the posts I've found are way more advanced than this simple thing I'm trying to find Can you fine gentlemen/ladies point me in the right direction to find how to query this sort of basic data? wk2_copy.hipnc
  6. Set ActiveValue in a Packed Object

    I have a RBD and I'm trying to set some fractures active and the others passive but I cant access the point attributes in a packed primitive without unpacking it. In my setup I have a foreach node but I cant access each primitive so that I can run the loop. Is this possible or should I set up an unpacked RBD? Access_PackedPrims.hip
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