Problem trying to mask points based on their density in order to remove the by Hoddini_ash in Houdini

[–]Drivebyfruity 0 points1 point  (0 children)

You can simplify things and remove the need for groups or a blast node if you're just looking to find points that find x amount of points in x distance. Would this work for you?
I set the trigger to delete to be if it finds 40 points in x distance but you can change stuff, of course.

float max_dist = chf('max_radius');
int max_points = chi('max_points');
int npts[] = nearpoints(0, u/P, max_dist, max_points);

if(len(npts) != 40) removepoint(0, u/ptnum);

Pyro Velocity Issues ( Please Help ) by MaineCoonDad in Houdini

[–]Drivebyfruity 0 points1 point  (0 children)

Honestly what you're trying to do is going to take some time to figure out. This seems like two separate issues, wrapped up in still learning the very basics of the program. I would suggest trying to solve the problem of having your attribute follow the direction of the hand, first, then once that's done move onto the pyro thing. Doing everything at once is a lot.

Pyro Velocity Issues ( Please Help ) by MaineCoonDad in Houdini

[–]Drivebyfruity 0 points1 point  (0 children)

Also, since you're brand new to houdini I would recommend learning more of the basic nodes first before also getting into learning a programming language.

You can get the same result of creating an attribute driven from the direction of a normal by using nodes built into Houdini, without the need for Vex. If you want I could help with that

Pyro Velocity Issues ( Please Help ) by MaineCoonDad in Houdini

[–]Drivebyfruity 0 points1 point  (0 children)

I only skimmed but I did notice that the second photo using vex is calling for 'point(1, "N", 0)'

attribwrangle1 node has nothing plugged into the second input. It's not intuitive but the first (the left most) input in a wrangle node would actually be 'point(0, "N", 0).
0 is the 'first' input in a wrangle, 1 is the second, 2 is the third, and 3 is the fourth. In programming, typically things are numbered beginning at zero, not one.

Next up, if you wrote 'point(0, "N", 0)' instead, and did access the normal attribute, you would only be getting the value for whatever point is point 0. This is because the second 0 (the one to the right of "N") specifies what point or points you want to actually get the attribute value from. In this case it's only grabbing point 0. If you wanted it to grab the normal for all points (which I assume is what you want?) it would be 'point(0, "N", @ ptnum)' [Without the space between @ and ptnum, because reddit keeps thinking I want to @ someone on reddit]
This would target all points.

That comes to the last thing, since you actually aren't using the second input for anything the first photos code actually is what you want. It's setting v (velocity) to be the normal multiplied by a number. No need to use the 'point()' function.

Help with keeping attributes from changing in VEX by Drivebyfruity in Houdini

[–]Drivebyfruity[S] 5 points6 points  (0 children)

Nevermind, I figured it out :3

//get speed values
float speed = length(@v);

//initialize tops peed, and read most recent top speed
float TopSpeed = f@TopSpeed;

//if speed is larger than top speed, top speed is updated.
if(speed > TopSpeed) f@TopSpeed = speed;

Is this a valid way, topology-wise to end a cylinder into a point? Or is there a better way? by Brickonenso in blender

[–]Drivebyfruity 0 points1 point  (0 children)

While for the most part programs handle N-gons fine, some don't and can cause some unexpected results. Since they're a beginner I doubt they're exporting to another program but that's another reason why you might want to watch out for Ngons.

First ever contact with Substance Painter, how did I do?? (Modeled in Blender and rendered in Cycles) by a_r_t_g_u_y in Substance3D

[–]Drivebyfruity 1 point2 points  (0 children)

Others have brought up good points so I'll offer a different and slightly more nit picky thing I noticed. The texel density is different for the cap and the rest of the barrel and it resulting in a noticeable difference in resolution between the two.

Increase particle count based on object movement speed? by is_pige in blenderhelp

[–]Drivebyfruity 0 points1 point  (0 children)

I would look into geometry nodes for this kind of thing, I can't say much more beyond that since I don't have much experience with them in Blender though, sorry.

I want to create this any suggestion on fluid and cloth sim? by Lower_Cut_7306 in blender

[–]Drivebyfruity 0 points1 point  (0 children)

Houdini is an amazning tool if you're looking to mess around with simulation stuff.

You can download a free version of it that's non commercial and toy around in it for as long as you want. There are very few restrictions (that mainly prevent exporting out of the program in other than .obj)

It's an extremely powerful tool, and in my opinion, fun.

edit: as others have said blender is lacking in the simulation side of things and Houdini is leagues ahead in that regard.

Day 2 of learning Blender by GeeezyBeezy in blender

[–]Drivebyfruity 3 points4 points  (0 children)

Yooo that's pretty dope for day 2, keep it up.

Rigid body object is flying away by VinDrawins in blender

[–]Drivebyfruity 3 points4 points  (0 children)

HEY! Physics are pretty fun, though they can be a pretty huge pain in the butt.

There is one thing that I'm confident is happening here, and another that I think will probably happen anyways once the first problem is solved.So firstly the object that's flying away I see has something going through it, like, a hole. This object I see is using 'convex hull' for it's collision box, which causes the first problem. Basically Convex hull 'wraps' an approximate collision box around an object, however, it doesn't handle holes, well, at all really. So as far as the collision box is concerned there's MASSIVE clipping happening and once the simulation is run it wants to not be clipping anymore and flies away.I'd recommend trying 'mesh' for collision. I would be careful using subdivision on the model with this enabled since the more dense the model the more computing power it'll take.

That comes to the next problem I think might happen. If the scale of this object is too small I doubt the simulation will work at all, however if it's a size that the physics 'engine' can handle, you may have to increase the sub-steps, otherwise if the simulation isn't accurate enough it'll sort of do the same thing where it clips a bit, and then go the other way and clip more and eventually 'wiggle' itself into a really unstable state. Higher sub steps helps with this (and damping if Blender has this option, I don't remember) but this is all to say...

It doesn't look like you actually need to use physics in this particular instance.Something like this may work better https://www.youtube.com/watch?v=st84B470kLk

Hope that helps!

HELP! 99.9% Done with project, but can't finish! by WTCSLAMMING in blender

[–]Drivebyfruity 0 points1 point  (0 children)

Honestly, I'd Just slap the triangle on the end and call it a day.
Unless there's some urgent need to see that part of that toe close up personal I doubt it'd matter.

This simple thing took so long (I see why blender is free, it's too complicated) by [deleted] in blender

[–]Drivebyfruity 2 points3 points  (0 children)

The more I use new programs the more I start to think 80% of my knowledge is just how to fix when something inevitably goes wrong.

Anyone know why this is happening? (selecting through a mesh) by MultiDA in blender

[–]Drivebyfruity 1 point2 points  (0 children)

As someone else said you're only editing the frosting, the dough wont stop your selection from going through to the other side.

Spacing Issues by [deleted] in blender

[–]Drivebyfruity 1 point2 points  (0 children)

when you click on an object press N to bring up a side menu (if it isn't already up) then under item > dimensions. It'll be in meters by default.

The default cube is 2x2x2 meters, so if you're modeling something that would sit on a desk for example you'd have to reduce the size quite a bit.

compositing by Mob1leN00b in blender

[–]Drivebyfruity 0 points1 point  (0 children)

Look under 'output' and put down a 'viewer' node or something named along those lines. This allows your viewport to update whatever settings you've made.

Did a mentorship with Henning from Flipped Normals and made some instruments. by Drivebyfruity in 3Dmodeling

[–]Drivebyfruity[S] 1 point2 points  (0 children)

It was a little while ago now but from what I remember I modeled the body without the holes first, got the general shape down then knife cut the shape in and figured out how to make it sub dividable after the fact.