I suppose it depends on what your trying to do. @Frame or @Time should work in most cases, if not then yeah a solver SOP should help.
Check out this thread on odforce where people have been translating Processing into Houdini:
http://forums.odforce.net/topic/24056-learning-vex-via-animated-gifs-bees-bombs/#comment-141340 [forums.odforce.net]
Found 39 posts.
Search results Show results as topic list.
Technical Discussion » Recreating Processing in Houdini
- Sean Rowe
- 39 posts
- Offline
Houdini Indie and Apprentice » Applying custom parameters to expressions in copy stamp
- Sean Rowe
- 39 posts
- Offline
Looks pretty close. I would recommend removing the minus sign on you first channel reference, you can always put that in when you put your minimum value into Parameter1. The second channel reference needs the ch in front of it. You also need to make sure that you have enough closed brackets at the end for each expression you use, it looks like you need one more to close your fit expression.
Edited by Sean Rowe - May 2, 2017 19:42:38
Technical Discussion » How do you use the Ray Trace shading vop? Cf is always black.
- Sean Rowe
- 39 posts
- Offline
You could try the op operator: https://www.sidefx.com/docs/houdini/io/op_syntax [sidefx.com]
Technical Discussion » How do you use the Ray Trace shading vop? Cf is always black.
- Sean Rowe
- 39 posts
- Offline
Hi James,
The Intersect VOP may be able to help you out, one of the outputs is the primnum that it hits, plug that into an import prim attribute vop and you should be able to grab the colour (as long as it's a prim attribute).
The Intersect VOP may be able to help you out, one of the outputs is the primnum that it hits, plug that into an import prim attribute vop and you should be able to grab the colour (as long as it's a prim attribute).
Houdini Learning Materials » Peter Quint's attribute transfer 2 tutorial
- Sean Rowe
- 39 posts
- Offline
Hey,
You should be able to do this at the SOP level instead of in a dopnet. Try plugging your grid into the first input and the tire into the second, the in the sop solver the first input of the attribute transfer sop should be connected to the Prev_Frame node and the second input should be connected to the Input_2 node.
You should be able to do this at the SOP level instead of in a dopnet. Try plugging your grid into the first input and the tire into the second, the in the sop solver the first input of the attribute transfer sop should be connected to the Prev_Frame node and the second input should be connected to the Input_2 node.
Technical Discussion » Volume color ramp distance from center to boundary
- Sean Rowe
- 39 posts
- Offline
Technical Discussion » Volume color ramp distance from center to boundary
- Sean Rowe
- 39 posts
- Offline
You can do a volume sample to get each points distance in relation to an SDF's surface. This value is a float and you can plug it into a ramp to colour your points. I've attached a a scene file which has it both in VOP and VEX format. Hope this helps!
Technical Discussion » New Pops: Where has "justhit" gone?!
- Sean Rowe
- 39 posts
- Offline
Hi Gerd,
I think the attribute you need is “hitnum”. If you select the “Add hit attributes” button in the collisions tab of the popsolver node it will add this attribute to you particles.
I've set this up in the attached scene and replaced the group parameters in the color and velocity nodes to only affect the particles if the hitnum is 1.
I think the attribute you need is “hitnum”. If you select the “Add hit attributes” button in the collisions tab of the popsolver node it will add this attribute to you particles.
I've set this up in the attached scene and replaced the group parameters in the color and velocity nodes to only affect the particles if the hitnum is 1.
Houdini Learning Materials » NULL at the end of a network
- Sean Rowe
- 39 posts
- Offline
It's just a cleaner way to end a network. Instead of “genericsnode2255759” you could label it something like “OUT_amazingFX”, the capitals at the start of the label mean it would appear at the top of a list view. Makes it much easier to reference in other nodes.
Work in Progress » How to increase voxels or resolution of a pyro sim without changing the look of the sim.
- Sean Rowe
- 39 posts
- Offline
Under the Gas Up Res Solver there is a Source parameter where you can link to a .bgeo file. Have a look at the help as it explains how to set it up pretty well. There's also an example file at the bottom of the page.
Houdini Indie and Apprentice » PartitionSOP problem
- Sean Rowe
- 39 posts
- Offline
I may be misunderstanding what you need but couldn't you use a for each driven by the @id attribute from the particle then use a trail SOP to create the geometry?
Houdini Learning Materials » Point Node will not allow me to change the 'Add colour' in the parameter panel..
- Sean Rowe
- 39 posts
- Offline
Are the @Cd atributes in the parameters? You will need to delete them to set your colour
Houdini Learning Materials » Lesson 6 - attribute transfer in POP level
- Sean Rowe
- 39 posts
- Offline
When you make the POP Group node it has “ingroup =” already written in there, you need to keep that. This should work:
ingroup = @Cd.r < 0.5;
ingroup = @Cd.r < 0.5;
Houdini Indie and Apprentice » Multiple fluid emitters.
- Sean Rowe
- 39 posts
- Offline
You can use multiple sources in your DOP network. Create another Source Volume node and reference each grid separately, then connect both into your merge2 node.
Houdini Learning Materials » noob: rand($PT*50)
- Sean Rowe
- 39 posts
- Offline
$PT is the global variable for point number. Expressions seem to be switching over to vex terminology which for point number is @ptnum.
I can't seem to find a comprehensive list of the variables, i'll update if I find them
I can't seem to find a comprehensive list of the variables, i'll update if I find them
Technical Discussion » Smoke collision while emitter is inside a fractured object
- Sean Rowe
- 39 posts
- Offline
Hi,
It looks like it was because your collision geometry wasn't closed. I selected “Output Back” on the polyextrude node and it now works. I also made the extrusion thicker as the smoke was moving through the geo.
It looks like it was because your collision geometry wasn't closed. I selected “Output Back” on the polyextrude node and it now works. I also made the extrusion thicker as the smoke was moving through the geo.
Technical Discussion » Filtering a point selection
- Sean Rowe
- 39 posts
- Offline
If you only want the filtered points remaining you could use the Delete node and put your group into the Group parameter. Then you could delete by expression to get the points that you want.
Houdini Indie and Apprentice » Entry level jobs using Houdini?
- Sean Rowe
- 39 posts
- Offline
It really depends on what you want to do. FX is obviously what Houdini is known for so getting a good all round knowledge of the different types would be good. In VFX, companies seem to be looking for Water/Fluid TDs but these trends change all the time. More and more companies are integrating Houdini and Mantra into there lighting/rendering pipeline so that's also a viable route. As I said it's mainly down to you and what you enjoy doing.
Houdini Lounge » Delete last Element of Copy/Resample
- Sean Rowe
- 39 posts
- Offline
The HScript expression is $NPT and the vex expression is npoints(“path”)
So, for example if you type $PT==$NPT-1 into the Filter expression section of the delete node it will delete the last point.
So, for example if you type $PT==$NPT-1 into the Filter expression section of the delete node it will delete the last point.
-
- Quick Links