When loading an animated SOP Scalar Field in the dynamics, you need to switch Set Always for:
1. Use SOP Dimensions
2. SOP Path
3. Time
When loading an animated SOP Scalar Field in the dynamics, you need to switch Set Always for:
1. Use SOP Dimensions
2. SOP Path
3. Time
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Attributes must be of the same bit depth. If 16-bit float is used to save disk space, then you need to cast them back to 32-bit float after loading the caches. Otherwise, problems may arise. For example, object merge branches with 16- and 32-bit attributes in some cases can break all attributes on the geometry.
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The pcfilter function sometimes may not understand the point.distance argument. Perhaps this is due to cases where there are no primitives.
Use the filter by the position of the point cloud.
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The name and path attributes are not used by packeds. All necessary information is stored in intrinsic attributes.
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Channel ranges are specified in seconds by default in CHOP nodes. If we are used to working with frames, then we must not forget to change Units from Seconds to Frames in the Common tab.
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When using VEX Volume Procedural, you need to export all the necessary data for the render, including the velocity field.
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When writing a condition for disabling a parameter using the Ordered menu, only tokens work in comparison:{ absorbType == gather }
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If the renderable parameter is disabled, then the node is still cooked. And object properties can be read from the VEX shader.
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Getting coordinates under the cursor in the network view:
pos = hou.ui.paneUnderCursor().currentTab().cursorPosition()
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The pintoanimation attribute only turns on the effect of target geometry on the object. The object must have the targetP attribute, otherwise it just takes P:
When 1, the point is hard constrained to the target animation (e.g., targetP). When zero, the point is unconstrained.
http://www.sidefx.com/docs/houdini/nodes/dop/finiteelementsolver.html#target-attributes
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