Thanks, Tomas.
That works.
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Solaris and Karma » Double sided geo?
- Enivob
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Solaris and Karma » Double sided geo?
- Enivob
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Thanks for the HIP file, but when I try to use that technique with turning book pages, it doesn't work. Notice your sphere it perfectly fine. Do I have to adjust how I model the pages?
Edited by Enivob - Feb. 26, 2024 18:02:20
Houdini Indie and Apprentice » Stick emitted particles to exactly specified points
- Enivob
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Don't use a simulation at all. Create lines between your two objects and use an animated carve to move the point between them to the exact location.
If you want to remain in the popnet try activating Move To Hit with Response set to Stop on the popsolver/ Collision behavior.
Then you can use a popsteerseek to seek the point on the moving collider.
If you want to remain in the popnet try activating Move To Hit with Response set to Stop on the popsolver/ Collision behavior.
Then you can use a popsteerseek to seek the point on the moving collider.
Solaris and Karma » Double sided geo?
- Enivob
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Sorry, this is non-solaris, but related.
Still having a problem constructing a two-sided material that consistently works. I wonder if ray:direction or the normal node are correctly forwarding the information?
The ray:direction is the direction from the camera, right? And the normal node grabs the normal from the surface the camera ray strikes? The normal defaults to object space, but does it need a connection?
Still having a problem constructing a two-sided material that consistently works. I wonder if ray:direction or the normal node are correctly forwarding the information?
The ray:direction is the direction from the camera, right? And the normal node grabs the normal from the surface the camera ray strikes? The normal defaults to object space, but does it need a connection?
Edited by Enivob - Feb. 25, 2024 11:45:26
Technical Discussion » Line around matte holdout Karma XPU
- Enivob
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Zero the anti-alias when you render the matte? (Try box filter)
Load your animated matte into After Effects and apply the matte choker.
Load your animated matte into After Effects and apply the matte choker.
Solaris and Karma » KarmaXPU Serious Motion Blur Bug vs KarmaCPU?
- Enivob
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Technical Discussion » RBD+FLIP
- Enivob
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Technical Discussion » Render millions of points
- Enivob
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Technical Discussion » Forcing Particles to Follow a Path Dynamically
- Enivob
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I'd just shoot them up in straight line, then send the result from the popnet through a path deform node.
Technical Discussion » Expanding or Shrinking a Helix Using Peak
- Enivob
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Just recreate the helix using the helix node. The peak node can only push points so far before uglifying the mesh.
Technical Discussion » Display mtlxmix in GL Viewport
- Enivob
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I can see the mix in my viewport. Make sure you have applied the material by referencing the final output node, in my case, the mtlxstandard_surface.
Edited by Enivob - Feb. 8, 2024 10:55:06
Houdini Indie and Apprentice » How to make RBD objects float in Flip Sim?
- Enivob
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Houdini Lounge » Pyro volume issue
- Enivob
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Blocks can be the results of pushing the density too high in the shader. Try pushing density at the simulation level instead.
Houdini Indie and Apprentice » Fixing Vellum pinch
- Enivob
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It's hard to say without seeing the file. New users often change parameters that an experienced user might leave at default values. The first thing I would try is changing the resolution of those spheres. Try making them lower res and simulate again. Basically rearranging where the points are on the surface might prevent them from latching onto something.
Houdini Indie and Apprentice » How to make RBD objects float in Flip Sim?
Technical Discussion » Flip - Losing pressure field with collision separation
- Enivob
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Sure there is. Use the Get menu at the top of this page to click Download. Scroll to the bottom and click Production Builds. You can install an old version side-by-side with the new.
Technical Discussion » Flip - Losing pressure field with collision separation
- Enivob
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Oh, yeah, I see it now. It works in H19.5, but not in H20.
Submit that HIP file as a bug!
Submit that HIP file as a bug!
Edited by Enivob - Jan. 29, 2024 17:30:09
Technical Discussion » Flip - Losing pressure field with collision separation
- Enivob
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Yeah, I'd call that a Guide bug. I don't think it is impacting the simulation, however.
Houdini Indie and Apprentice » Group by @Cd
- Enivob
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For your example, try...
float a = 0.15 +0.15; float b = 0.1+0.2; int equal = 0; float threshold = 0.0001; if(abs(a-b)<threshold) equal = 1; else equal = 0; printf("%f == %f? --> %d\n", a, b, equal);
Edited by Enivob - Jan. 27, 2024 19:23:26
Houdini Indie and Apprentice » Group by @Cd
- Enivob
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Isn't a single equal symbol used for assignment and double equals for comparison?
Have you tried (@Cd.r==1&&@Cd.g==0&&@Cd.b==0)
You can also do this inside a point wrangle with code like this...
Have you tried (@Cd.r==1&&@Cd.g==0&&@Cd.b==0)
You can also do this inside a point wrangle with code like this...
if(v@Cd=={1,0,0}){i@group_red_color=1;}
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