Michael Buckley

mbbuckley

About Me

Connect

LOCATION
Not Specified
WEBSITE

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Moving a scattered geo to the direction of Normals? Sept. 5, 2018, 3:18 p.m.

And an alternative way to do this without a solver is to throw down a point wrangle a type in:
@P = @P + @N * @Frame;

Thats it. You don't need an @v attribute to make them “move”, although now if you want to use these points “velocities” to drive something else you could throw down a trail sop after your point wrangle and set it to get v, which is just the difference in each point's position between two frames.

I say “move” because again your not simulating anything now, your just basically adding the normal of each point onto its own position, whatever that position was at frame 1. You are also scaling the normal by a variable which happens to be the frame number, but that variable could be anything.

You may want to add an addition term in the above equation to keep the points from “moving” too fast. For instance:
float term = 0.1;
@P = @P + @N * @Frame * term;
But this is entirely up to you.

Click arrow on the exposed Group pararmeter in a subnet/HDA gives error... Aug. 25, 2018, 9:29 p.m.

Am having same issue. Ever find a solution Mathieu?

Using vex functions primduv, Du, and Dv in sop context? July 2, 2018, 1:01 a.m.

Ok thank you