cd /obj/geo1 opadd group
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Technical Discussion » Equivalent of old Group SOP expressions?
- N-G
- 209 posts
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If you still insist on using old group try following code on HScript textport then:
Houdini Indie and Apprentice » "Follow Path" and RBD Objects
- N-G
- 209 posts
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I have hard coded group parameter for both curve force nodes as 0 and 1!
You may need to switch these values based on the location of your objects.
You may need to switch these values based on the location of your objects.
Technical Discussion » Equivalent of old Group SOP expressions?
- N-G
- 209 posts
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Hi there!
Please stick with Group by Expression node since it is based on VEX therefore more efficient than old one!
Please stick with Group by Expression node since it is based on VEX therefore more efficient than old one!
Houdini Indie and Apprentice » "Follow Path" and RBD Objects
- N-G
- 209 posts
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Houdini Indie and Apprentice » Issue with Transform Pieces SOP not working as expected
- N-G
- 209 posts
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Houdini Indie and Apprentice » rbd packed object w/ constraints working with flip.
- N-G
- 209 posts
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RBD packed objects are not working really well with FLIP specifically when mutual collision is needed.
You should go with regular RBD object or just use RBD packed object in one way collision relationship and see if the result is acceptable…
You should go with regular RBD object or just use RBD packed object in one way collision relationship and see if the result is acceptable…
Houdini Indie and Apprentice » Using an attribute to drive Activation in Pop Force
- N-G
- 209 posts
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Hi.
Activation parameter which you've mentioned does not evaluate per particle!
It is just global controller for activation/deactivation of the node itself.
Instead you can zero out the force vector for each particle you want via VEXpressions parameter.
Of course there are some other ways but this one probably is easiest one!
Activation parameter which you've mentioned does not evaluate per particle!
It is just global controller for activation/deactivation of the node itself.
Instead you can zero out the force vector for each particle you want via VEXpressions parameter.
Of course there are some other ways but this one probably is easiest one!
Technical Discussion » solid unselectable tempalte
- N-G
- 209 posts
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Simply click on eye icon (shown in the image) while in selection mode.
In this case any selection happens only on visible area not behind.
In this case any selection happens only on visible area not behind.
Technical Discussion » Attribute Mirror Problem
- N-G
- 209 posts
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Hi there!
Copy SOP needs two vector which are @up and @N.
third vector is implicitly calculated based on cross product between @up and @N which follows right hand rule.
I used Rubber Toy to test weather these two vectors need to swap or not.
As the final note @side is useless for Copy SOP!
Copy SOP needs two vector which are @up and @N.
third vector is implicitly calculated based on cross product between @up and @N which follows right hand rule.
I used Rubber Toy to test weather these two vectors need to swap or not.
As the final note @side is useless for Copy SOP!
Houdini Indie and Apprentice » Looking for some help with FEM constraints!
- N-G
- 209 posts
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Technical Discussion » Vellum with Rigid bodies and collisions
- N-G
- 209 posts
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Technical Discussion » Vellum with Rigid bodies and collisions
- N-G
- 209 posts
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Hey dude!
Why aren't you using rigid body constraints for simulating string too?
Vellume objects and Rigid bodies can not collide mutually so if you insist to use Vellume for simulating string, you should turn your blue object to Vellume object or using some forces to creating fake interaction between Vellume string and the rigid body.
Why aren't you using rigid body constraints for simulating string too?
Vellume objects and Rigid bodies can not collide mutually so if you insist to use Vellume for simulating string, you should turn your blue object to Vellume object or using some forces to creating fake interaction between Vellume string and the rigid body.
Technical Discussion » Vellum spin
- N-G
- 209 posts
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Hi!
Since soft bodies do not have rotational velocity (It don't make sense) like w in rigid body dynamics, you should create rotational force yourself.
See the HIP file.
Hope it helps!
Since soft bodies do not have rotational velocity (It don't make sense) like w in rigid body dynamics, you should create rotational force yourself.
See the HIP file.
Hope it helps!
Houdini Indie and Apprentice » values ladder hidden
- N-G
- 209 posts
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Houdini Indie and Apprentice » values ladder hidden
- N-G
- 209 posts
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I didn't encounter with this since I was using 18.0.416!
Nonetheless you may want to update your graphics driver and also try newer builds.
Nonetheless you may want to update your graphics driver and also try newer builds.
Technical Discussion » Grains missing a square chunk inside DOPs [Solved]
- N-G
- 209 posts
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Technical Discussion » Grains missing a square chunk inside DOPs [Solved]
- N-G
- 209 posts
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Your image is not showing seems you need to upload it again!
BTW, I checked out your file and everything was normal for me!
BTW, I checked out your file and everything was normal for me!
Edited by N-G - April 19, 2020 06:47:25
Houdini Indie and Apprentice » Sort and Reverse using VEX
- N-G
- 209 posts
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Yes since VEX create a implicit vertex between first point on the curve which is 75 and 126 which is not in vertex array.
I actually forgot to remove vertex array during trial and error stage.
I actually forgot to remove vertex array during trial and error stage.
Technical Discussion » Advice on assigning individual density values to voxels
- N-G
- 209 posts
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Do mean you have a mass field and you want to fill it with density?
If yes then you can use something like this:
If yes then you can use something like this:
f@mass = f@density;
Houdini Indie and Apprentice » Sort and Reverse using VEX
- N-G
- 209 posts
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