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Houdini Indie and Apprentice » How to make these boxes connected via chains?

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Enivob
2644 posts
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 今日 08:39:17
One way to start is to scatter a single point on each box, then create a two-point line between them. From there, resample the line to make more points. Pin the "root" and "tip" to each island and run the newly created line through a vellum solver to have gravity affect the droop.

Just one way to start.
You could review the cable tool tutorial.
https://www.sidefx.com/tutorials/project-titan-cable-tool/ [www.sidefx.com]

Here's a couple of possible setups.
Edited by Enivob - 今日 09:52:37
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Technical Discussion » Crowds solaris crash!

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Enivob
2644 posts
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 今日 08:36:30
Signal 11 errors can be hardware failure. Are you overclocking? Monitor your temperatures and try rendering again.
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Technical Discussion » Does the cops hextile node have size restrictions?

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Enivob
2644 posts
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 2025年7月14日 09:28:29
If you're on Apprentice, there may be a size limit. Not sure.
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Houdini Indie and Apprentice » Apply materials to fracture sim and export via alembic

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Enivob
2644 posts
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 2025年7月3日 08:56:32
One way is to pre-group your geometry before fracturing. After the fracture, unpack the geometry and convert the groups into a primitive string attribute you can use to drive the hierarchy field on the output ROP.

if(inprimgroup(0,"inside",@primnum)==1){s@part_name = "inside";}
if(inprimgroup(0,"case",@primnum)==1){s@part_name = "case";}
if(inprimgroup(0,"back",@primnum)==1){s@part_name = "back";}
if(inprimgroup(0,"screen",@primnum)==1){s@part_name = "screen";}
This will provide you with a single object in Blender for each part you want to define.
Edited by Enivob - 2025年7月3日 08:56:41
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Houdini Indie and Apprentice » Need particles to stick to collider object until it moves

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Enivob
2644 posts
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 2025年6月26日 09:21:05
One thing I notice is that your Vellum colliders are moving pretty fast. Try increasing the substeps on the dust particle popsolver. min=3 max=5. This will give more time to the particle system to collide with the fast moving vellum. Also, dust doesn't need and gravity. Turn that off, and try adding a popdrag at 0.8. It slows the particles a little.
Edited by Enivob - 2025年6月26日 09:23:15
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Houdini Learning Materials » Help with Realistic Fluid-to-Geometry Morph in Houdini

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Enivob
2644 posts
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 2025年6月24日 11:12:10
Maybe something like this might get you started.
https://forums.odforce.net/topic/28271-flip-morph-custom-forces/?do=findComment&comment=160894 [forums.odforce.net]
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Solaris and Karma » nvidia 550 vs 570 drivers possible cause for slower render?

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Enivob
2644 posts
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 2025年5月26日 08:41:16
Are the two computers identical hardware? The speed of the PCIe bus plays a role in GPU computing. Review your motherboard's specs.
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Technical Discussion » Facing issues while assigning material to an alembic

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Enivob
2644 posts
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 2025年3月24日 08:36:29
I might guess you'd have to Unpack the alembic before you can assign materials. Otherwise, you'll just be adding attributes to the points representing the packed parts, and not the actual surface.

Try dropping down an Unpack node right after the file or alembic node.
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Solaris and Karma » Is VEX multithreaded in Solaris?

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Enivob
2644 posts
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 2025年2月17日 09:12:13
The way I understand it is that VEX wrangles running over points and primitives are multi-threaded. When you run a VEX wrangle in detail mode, it's running single core.
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Solaris and Karma » Black square artefact

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Enivob
2644 posts
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 2025年2月7日 08:39:16
What first comes to mind is duplicate faces. I would critically inspect the mesh geometry.
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Houdini Indie and Apprentice » How to disable Popvelocity or any other force by distance ?

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Enivob
2644 posts
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 2025年1月28日 08:37:02
Check out this link on applying drag based on distance. You may be able to modify it for your use.
https://forums.odforce.net/topic/32865-pyro-smoke-localised-drag/#comment-180541 [forums.odforce.net]
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Houdini Indie and Apprentice » Python pre/post- render

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Enivob
2644 posts
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 2025年1月2日 09:09:09
You may want to re-tool your network to work with TOPs for that.
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Technical Discussion » I don't know why even the source mesh is meshed together

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Enivob
2644 posts
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 2024年12月31日 09:58:30
That's the particlefluidsurface node's function. It makes a mesh. Delete it from your network to avoid mesh creation.
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Technical Discussion » how to control RBD debris simulation? :'

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Enivob
2644 posts
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 2024年12月29日 08:25:16
That doesn't happen using H20.5. Try upgrading from 19.5 to the latest version.
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Houdini Lounge » Problem with RBD Sim

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Enivob
2644 posts
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 2024年12月26日 09:10:58
Instead of deleting the path attribute, why not rename it to "my_PATH" and see if that works. The @path attribute will be gone so import should still work, but you'll be able to reference my_PATH to construct a material or ID.
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Houdini Indie and Apprentice » Anyone know this pyro crash error?

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Enivob
2644 posts
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 2024年12月22日 08:52:06
Without seeing a hip file, I'd guess you ran out of physical ram or your overclock is set too agressive. Try rendering to disk, not MPlay. It holds every frame it rendered in physical ram and can build up over time.
Edited by Enivob - 2024年12月22日 08:54:35
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Houdini Indie and Apprentice » MaterialX Basic Questions

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Enivob
2644 posts
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 2024年12月21日 12:59:51
Try right-clicking on a mtlxSubnet. Under the Save menu option choose MaterialX.
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Technical Discussion » Mplay scripting

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Enivob
2644 posts
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 2024年12月19日 08:52:30
MPlay is essentially a wrapped OpenGL ROP. You may want to focus there instead.
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Technical Discussion » RBD and Flip - Chocolate and almonds simulation

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Enivob
2644 posts
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 2024年12月18日 10:33:17
Unfortunately, the setup is not simple. Here's about as basic as you can get. Unpacked RBDs hang out inside a flip volume, being affected by it.
Edited by Enivob - 2024年12月18日 10:33:31
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Technical Discussion » Alembic import issue.

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Enivob
2644 posts
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 2024年11月8日 09:46:52
I think you'd have to post the problem Alembic.
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