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Technical Discussion » Spooky cookie
- sidenimjay
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are you just subdividing the grid in the area of the cookie? if not just use a bounds and slightly increase it, make a point goup from that, convert to a prim group and subd only that group
Technical Discussion » Spooky cookie
- sidenimjay
- 702 posts
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can you just use a bounds sop on the flip sim, then use that as the cookie cutter on the main ocean?
EDIT: after looking closer at your setup, I see you are using a box…maybe a subdivide or dived set to bricker will give more resolution to the box and give a better cookie result
EDIT: after looking closer at your setup, I see you are using a box…maybe a subdivide or dived set to bricker will give more resolution to the box and give a better cookie result
Houdini Indie and Apprentice » how to evaluate if a point is inside a geometry
- sidenimjay
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you can do two things:
use a group sop set to points, and bounding object
or
convert the objects to vdb and use a volumesample in a point vop, if the value returned is negative you are inside the obect
use a group sop set to points, and bounding object
or
convert the objects to vdb and use a volumesample in a point vop, if the value returned is negative you are inside the obect
Houdini Indie and Apprentice » Any way to keep Point Vops sync ?
- sidenimjay
- 702 posts
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You can create a wrangle sop and put your parameters on that to control your parameters on the cvex node
Houdini Indie and Apprentice » Any way to keep Point Vops sync ?
- sidenimjay
- 702 posts
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Im thinking a python script that will transfer the contents of one to another is the only way to ensure a proper sync outside an HDA…or always deleting and copy paste when a major internal change has occurred
as far as I know the reference copy will only link parameters
as far as I know the reference copy will only link parameters
Houdini Indie and Apprentice » Math
- sidenimjay
- 702 posts
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Houdini Learning Materials » Mantra not rendering fire
- sidenimjay
- 702 posts
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I am able to render the fire only in your scene, if I set the Smoke Field/Final Scale to 0
using H15.0.313
using H15.0.313
Houdini Indie and Apprentice » Fluid particles falling through rigid body object
- sidenimjay
- 702 posts
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maybe try putting a reverse sop on your geometry before sending it to dops…houdinis winding order is reversed from most other modelling packages
Technical Discussion » How to render over 1 billion particles
- sidenimjay
- 702 posts
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not sure how many particles you can render in 64Gb , but some tricks we have done in the past to get around memory limitations are to use the camera screen window settings and near far clip planes to render smaller sections with higher point counts then stitch them back together…this worked well for fire where the stitching was additive…would have to think a bit more if you are needing shadows across the tiles but i would think it would involve generating deep shadows with fewer larger points to recreate the densities
Houdini Learning Materials » Trying to make a Checkered Floor
- sidenimjay
- 702 posts
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updated wrangle code with comments:
————————————————————
f@test = ch(“rows”)%2; //use this value to determine if the row count is odd or even
//test which row we are on and shift the value for every other
//row by an amount based on if the rows are odd or even
if( int(@ptnum/ch(“rows”))%2 )
@Cd = clamp( @ptnum%ch(“modder”),0,1);
else
@Cd = clamp( (@ptnum+(@test+1))%ch(“modder”),0,1);
//Size the copied grid based on the distance between two points
//multiply the results by the grout size ( 0.95)
@pscale = distance( vector(point(0,“P”,0)), vector(point(0,“P”,1)) ) * 0.95;
—————————————————————————
————————————————————
f@test = ch(“rows”)%2; //use this value to determine if the row count is odd or even
//test which row we are on and shift the value for every other
//row by an amount based on if the rows are odd or even
if( int(@ptnum/ch(“rows”))%2 )
@Cd = clamp( @ptnum%ch(“modder”),0,1);
else
@Cd = clamp( (@ptnum+(@test+1))%ch(“modder”),0,1);
//Size the copied grid based on the distance between two points
//multiply the results by the grout size ( 0.95)
@pscale = distance( vector(point(0,“P”,0)), vector(point(0,“P”,1)) ) * 0.95;
—————————————————————————
Houdini Learning Materials » Trying to make a Checkered Floor
- sidenimjay
- 702 posts
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As long as the rows and columns of your grid are equal the equation in this hipfile will work
Houdini Learning Materials » H14|Houdini Projects:Terrain Generation1(BUG & Question)
- sidenimjay
- 702 posts
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here is the function I used that works well:
——————————————
f@rocks = 0.0;
f@mag = length( @curv );
if( @mag>ch(“curveMin”) && @mag < ch(“curveMax”) )
{
@rocks = 1000;
}
@Cd = @rocks;
——————————————————-
I put the rocks attribute into color to have visual feedback as I change the values.
hope this helps!
——————————————
f@rocks = 0.0;
f@mag = length( @curv );
if( @mag>ch(“curveMin”) && @mag < ch(“curveMax”) )
{
@rocks = 1000;
}
@Cd = @rocks;
——————————————————-
I put the rocks attribute into color to have visual feedback as I change the values.
hope this helps!
Houdini Learning Materials » H14|Houdini Projects:Terrain Generation1(BUG & Question)
- sidenimjay
- 702 posts
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Houdini Learning Materials » H14|Houdini Projects:Terrain Generation1(BUG & Question)
- sidenimjay
- 702 posts
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Technical Discussion » [SOLVED]FBX Bone Doesn't Affect Mesh?
- sidenimjay
- 702 posts
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hard to say without a scene file to look at..but my first guess is to check the capture frame and ensure there is a capture and deform sop on the face geometry
if you are on frame 1 and the capture frame is -1, then be sure to jump to that frame to make sure it gets reset…
if you are on frame 1 and the capture frame is -1, then be sure to jump to that frame to make sure it gets reset…
Technical Discussion » Make Part Of A Keyframed Object Bounce?
- sidenimjay
- 702 posts
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Here is a simple file showing a sphere with a blended jiggle. See the sticky notes for more info!
Technical Discussion » reading image size in pixels
- sidenimjay
- 702 posts
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ahhhh… looks like twod has the option, I was reading this as wanting to size a 3d grid to the size of an image…but now you know how to that as well!
Technical Discussion » reading image size in pixels
- sidenimjay
- 702 posts
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in the houdini textport type “exhelp res”
you can use this in your grid xy size, but you need to import the image into a cop network to access the information
float res (string compositing_node, float res_type)
REPLACED BY
hou.CopNode
Returns the natural resolution of the image in a compositing node.
<res_type> is either D_XRES or D_YRES.
EXAMPLES
res(“/img/img1/color1”, D_XRES)
you can use this in your grid xy size, but you need to import the image into a cop network to access the information
float res (string compositing_node, float res_type)
REPLACED BY
hou.CopNode
Returns the natural resolution of the image in a compositing node.
<res_type> is either D_XRES or D_YRES.
EXAMPLES
res(“/img/img1/color1”, D_XRES)
Houdini Indie and Apprentice » Billowy Smoke Rendering
- sidenimjay
- 702 posts
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Technical Discussion » DirtMask to drive a Bump Effect?
- sidenimjay
- 702 posts
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i would use it as the scale value on the displace vop set to bump if it is a scalar, if it is a vector I would use it as the value input
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