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Found 30 posts.

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Technical Discussion » Vellum Wrinkle Tips

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lucap1
30 posts
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 July 29, 2021 22:53:35
Scaling the rest length by a attribute should be able to introduce some wrinkling
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Technical Discussion » HDA python help!

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lucap1
30 posts
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 July 17, 2021 22:51:43
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.
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Technical Discussion » Get An attribute Equal to Frame .

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lucap1
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 Jan. 3, 2021 21:55:21
Sorry I was unable to see the image you attached. I think I can make a decent guess as to what you are trying to do. If you have a point cloud with a random integer attribute on it you can use a delete sop to remove all the points who's attribute do no match the current frame. You'll want to turn on "delete by expression". You'll also want to turn on "delete non selected". in the expression field you can put something like this: @Frame == @my_attr
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Technical Discussion » Switch Clips randomly within the same Crowdstate

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lucap1
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 Dec. 29, 2020 13:22:05
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]
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Technical Discussion » Used packedprim for efficient Layout Design... But how?

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lucap1
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 Dec. 14, 2020 22:18:48
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
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Technical Discussion » Handling fractured parts separately

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lucap1
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 Nov. 14, 2020 23:06:44
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.
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Technical Discussion » Pyro substeps results in loss of density. Why?

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lucap1
30 posts
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 May 11, 2019 16:39:04
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.
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Technical Discussion » Keep D_YMAX

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lucap1
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 May 11, 2019 00:56:28
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
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Technical Discussion » Oscillating attribute

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lucap1
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 May 5, 2019 23:24:01
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)
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Technical Discussion » Odd vellum grain explosions

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lucap1
30 posts
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 March 12, 2019 23:58:24
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)
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