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Technical Discussion » is it possible to exit a dop mid simulation ?
- lucap1
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You can use a switch sop when you import your sim back into SOPS. You can drive the switch parameter with an expression. So in your case you could use a uv texture sop set to project from camera. The using two attribute promotes set to minimum/maximum you could promote to a detail attribute and use this to control your switch. If you want to do it in dops specifically you could aslo use an enable solver dop to turns the sim off at the right time.
Technical Discussion » Vellum Wrinkle Tips
- lucap1
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Technical Discussion » HDA python help!
- lucap1
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I don't have houdini in front of me, but I know that you can create an "on created" python script. I believe it's on the scripts tab. I think there's a menu at the bottom that will create the section for you.
Technical Discussion » Switch Clips randomly within the same Crowdstate
- lucap1
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I created some crowd training recently chapter 9 has a section on procedural transitions which should give you some ideas. https://www.sidefx.com/tutorials/intro-to-crowds/ [www.sidefx.com]
Technical Discussion » Used packedprim for efficient Layout Design... But how?
- lucap1
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If memory serves you can pack objects that are already packed. For example you can use a copy to points to instance some packed windows and doors to their appropriate locations on a building. Then you can pack the entire building including the windows and doors you just instanced. The only downside is the opengl display will only do one level of unpacking.
Edited by lucap1 - Dec. 14, 2020 22:19:23
Technical Discussion » Handling fractured parts separately
- lucap1
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the partition sop will allow you to use the name attribute created by the voronoi fracture to create groups for each unique attribute value. Have a look at the attached hip.
Technical Discussion » Pyro substeps results in loss of density. Why?
- lucap1
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I noticed in one of your images a gas dissipate DOP. If I were to guess this DOP is being run on every substep. So if you go from one substep to 3 the gas dissipate DOP will be run 3 times. So there will be less density. I believe the dispate in the solver takes substep into account. If you crack open the solver and take a look for the gas dispate DOP it should give you an idea of how to do it yourself. Can't check at the moment as I don't Houdini in front of me.
PS In future try posting a hip file it makes diagnosing the problem a lot easier.
PS In future try posting a hip file it makes diagnosing the problem a lot easier.
Technical Discussion » Keep D_YMAX
- lucap1
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In a attribute wrangle you can use the relbbox vex function. This will return a vector. if you grab the y element from that vector you'll have the points normalized position (between 0-1). You can then use removepoint() to remove any points that fall below a threshold (0.99 for example
Technical Discussion » Oscillating attribute
- lucap1
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I don't have Houdini in front of me but I remember doing something similar in RSL ages ago. You use two smooth expressions/functions. You subtract one from the other. You'd need a modulo function to take care of the repitition. So if you wanted a period of 50 and 10: smooth($FF%50,0,20)-smooth($FF%50,30,50)
Technical Discussion » Odd vellum grain explosions
- lucap1
- 31 posts
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is the geometry being interpolated properly between frames?
If there isn't any interframe interpolation then the geometry will jump instantaneously from
one position to another. This might cause things to look wacky.
you can check if things are being interpolated properly by going into the global animation settings and
turning off integer frame values (remember to turn it back on after you are done)
If there isn't any interframe interpolation then the geometry will jump instantaneously from
one position to another. This might cause things to look wacky.
you can check if things are being interpolated properly by going into the global animation settings and
turning off integer frame values (remember to turn it back on after you are done)
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