I think instance node is not appropriate for that you want to do. You need to use a copy node like the hip.
For me the instance node is a good idea to render object copy on particle.
You can pack your object if you optimize.
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Technical Discussion » Changes inside an Instance Node don't update viewport unless I toggle its visibility? Help!
- Efi
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Technical Discussion » Export instanced geometry
- Efi
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I did a mistake, I didn't change the id value:
But of course if you want use this values and have a mesh for the big point, a other for small point …
You need to disable your “pointvop1” on the particle sim because he redifines your pscale.
if(@pscale>0.015){ @id = 0; }
if(@pscale>0.01 && @pscale<0.015){ @id = 1; }
if(@pscale<0.01){ @id = 2; }
But of course if you want use this values and have a mesh for the big point, a other for small point …
You need to disable your “pointvop1” on the particle sim because he redifines your pscale.
Edited by Efi - 2018年9月21日 09:34:30
Technical Discussion » Export instanced geometry
- Efi
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aarondornez: Would you mind explaining how this takes into account the different pscale groups?
It's not take it, but you can do it if you put this in the wrangle node call “id_snow”
if(@pscale>0.015){ @id = 1; }
if(@pscale>0.01 && @pscale<0.015){ @id = 1; }
if(@pscale<0.01){ @id = 1; }
aarondornez: I don't understand how the different meshes get assigned to certain points using the copy SOP.
1. I create a random id by point
i@snow = rint(fit01(rand(@ptnum), 0, 2));fit : because I want an id include in the range 0 / 2
rint : for arround the float
2. I use copy stamp node to use this attribute snow in my switch node
3. And I use this expression in the switch
stamp(“op:../copy1”, “snow”, 0)
Edited by Efi - 2018年9月21日 09:24:48
Technical Discussion » Export instanced geometry
- Efi
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You can export if you use a copy node instade your instance node. i think instance node is a good way if you want render it in houdini.
I show you a way in the hip.
I show you a way in the hip.
Technical Discussion » Creep over a Polygonal Surface
- Efi
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Hi
I don't know how work the creep sop but I can create one polyline with all point with the wrangle if that you want.
I did it on the hip
I don't know how work the creep sop but I can create one polyline with all point with the wrangle if that you want.
I did it on the hip
Edited by Efi - 2018年9月21日 08:08:59
Technical Discussion » Simple popnet vortexforce question
- Efi
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for exemple:
vector centerVortexPos = {0, 0, 0}; // change it
float max = ; //vortex radius
force.x *= distance(@P, centerVortexPos);
// if you don't want 0 force in the center
force.x *= fit(distance(@P, centerVortexPos, 0, max, .5, 1);
vector centerVortexPos = {0, 0, 0}; // change it
float max = ; //vortex radius
force.x *= distance(@P, centerVortexPos);
// if you don't want 0 force in the center
force.x *= fit(distance(@P, centerVortexPos, 0, max, .5, 1);
Edited by Efi - 2018年9月21日 08:24:00
Technical Discussion » Pythonic foreach with hou
- Efi
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hi,
You can look every prim and add in a list the named attrib of the prim if is not already in.
After that you use the length of this list in you for loop.
And if(attrib in attrib): that you want to do …
You can look every prim and add in a list the named attrib of the prim if is not already in.
After that you use the length of this list in you for loop.
And if(attrib in attrib): that you want to do …
Technical Discussion » Add Attrib select channel on OTL
- Efi
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Technical Discussion » Add Attrib select channel on OTL
- Efi
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Hello,
I want to add a channel to select attribute like attribtransfert node on my otl (picture 1). But I don't know how load attribute name when we clic on the little arrow like the picture 2. I think I need to use tag maybe but I don't find the solution.
Someone have an idea ?
Thanks a lot in advance,
I want to add a channel to select attribute like attribtransfert node on my otl (picture 1). But I don't know how load attribute name when we clic on the little arrow like the picture 2. I think I need to use tag maybe but I don't find the solution.
Someone have an idea ?
Thanks a lot in advance,
Edited by Efi - 2018年8月27日 19:26:55
Technical Discussion » Retiming bgeo cache.
- Efi
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You can change your FPS in the scene setting where you import your bgeo.
Edited by Efi - 2018年2月5日 10:56:06
Technical Discussion » Using a Curve to place Modular Pieces
- Efi
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Hello,
I don't know if It's really what you want but you can put a resample on your curve and group the point before the copy with an expression.
For example if you want put a other piece of geometrie every 5 points you can group by expression with modulo
and you can use the number of segment of the resemple node like this
I don't know if It's really what you want but you can put a resample on your curve and group the point before the copy with an expression.
For example if you want put a other piece of geometrie every 5 points you can group by expression with modulo
@ptnum == 0 | @ptnum%5 == 0
@ptnum == 0 | @ptnum == `chs("../resample1/segs")`
Technical Discussion » The video that mplay exported is very dark. Please help!
- Efi
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I also checked the grammar value as you guys mentioned, it was set to 2.2 by default! Maybe it was a bug in MPlay? I also tried to export it as image sequence, the lighting was back to normal, but when I created a video out of the image sequence, I can still see the “jiggling” and “flickering” effects.
Did you look the gamma value in the export window also ?
Edited by Efi - 2018年1月24日 10:46:18
Technical Discussion » Using individual forces for Fluids
- Efi
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Technical Discussion » Array between wrangle with attribute
- Efi
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Technical Discussion » Array between wrangle with attribute
- Efi
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really on the second attribute wrangle “attribwrangle7” ?
do you have change something ?
Warning maybe the print at the end of the first wrangle is not comment ?
do you have change something ?
Warning maybe the print at the end of the first wrangle is not comment ?
Edited by Efi - 2018年1月12日 13:35:48
Technical Discussion » Array between wrangle with attribute
- Efi
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Hi,
Sorry for my ignorance, but i'm really block.
I want use a variable whitch i defined in a other wrangle. So i put it in a attribute like that:
If whrite this
for debug at the end of the first wrangle it's work.
But in a other wrangle after it's not work.
Of course i have my attribute in this wrangle.
Radius is an array.
I dont' understand why?
I put the file if you need to see more about the code.
Thanks in advance,
Sorry for my ignorance, but i'm really block.
I want use a variable whitch i defined in a other wrangle. So i put it in a attribute like that:
@radius[step] = set(result);
printf(" %f", @radius);
But in a other wrangle after it's not work.
Of course i have my attribute in this wrangle.
Radius is an array.
I dont' understand why?
I put the file if you need to see more about the code.
Thanks in advance,
Technical Discussion » VEX Group Velocity expression (syntax error)
- Efi
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Thank you very much
Don't work with a group node but it's work on a group expression node.
My bad i have tried this before but i haven't seen they add a group expression node in Houdini 16.
Works very well.
length(@v)>0.5
My bad i have tried this before but i haven't seen they add a group expression node in Houdini 16.
if (length(@v) > 0.5) { i@group_group1 = 1; }
Edited by Efi - 2017年11月15日 07:17:27
Technical Discussion » VEX Group Velocity expression (syntax error)
- Efi
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Hello,
I'm try to group all point with a velocity length bigger than 0.5.
I want to do that with this expression in a group node : length({@v.x,@v.y,@v.z})>0.5
But I have an error where the text is bold. I don't know the right way to write that. Can you help me ?
Waiting i did a wrangle node :
And after that i put a group node with this expression and it work !
@vel>0.5
Thank in advance,
I'm try to group all point with a velocity length bigger than 0.5.
I want to do that with this expression in a group node : length({@v.x,@v.y,@v.z})>0.5
But I have an error where the text is bold. I don't know the right way to write that. Can you help me ?
Waiting i did a wrangle node :
vector VEL; VEL = 0; @vel = 0; VEL[0] = @v.x; VEL[1] = @v.y; VEL[2] = @v.z; VEL = length(VEL); @vel = VEL;
And after that i put a group node with this expression and it work !
@vel>0.5
Thank in advance,
Houdini Learning Materials » Ploblem with collision Fur
- Efi
- 45 posts
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Hey,
I have a problem with collision on my fur.
My simulation is good and my guides too but when I check Display in basic pannel to visualize the fur, there are some fur in my shoes.
Maybe the picture are more clear.
Simulation:
[hostingpics.net]
Guides:
[ [hostingpics.net]
Fur:
[hostingpics.net]
Fur if i put box without the feet:
[hostingpics.net]
Thanks in advance,
I have a problem with collision on my fur.
My simulation is good and my guides too but when I check Display in basic pannel to visualize the fur, there are some fur in my shoes.
Maybe the picture are more clear.
Simulation:
[hostingpics.net]
Guides:
[ [hostingpics.net]
Fur:
[hostingpics.net]
Fur if i put box without the feet:
[hostingpics.net]
Thanks in advance,
Edited by Efi - 2017年3月9日 12:00:54
Houdini Learning Materials » Export fur on alembic or obj with geocache
- Efi
- 45 posts
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Hi,
Is it possible to export fur on a obj with geocache or alembic with polygone fur ?
Thanks in advance,
Is it possible to export fur on a obj with geocache or alembic with polygone fur ?
Thanks in advance,
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