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Showing most liked content on 10/30/2017 in all areas

  1. 5 points
    Inspired by couple of papers and Houdini tutorials I started playing with fractals and raymarching. Here are some of the results so far. EDIT: see the following post for the project file
  2. 2 points
    Thanks @Sierra62 I did a video showing the process, you can check here: Right now I'm making another setup, the idea is to randomly generate shapes and then have some parameters to tweak Cheers!
  3. 2 points
    There is an example here that might help you configure your setup. http://forums.odforce.net/topic/25591-cloth-based-paper-confetti-setup/?do=findComment&comment=148781
  4. 1 point
    I think you basically have it. All you need to do is to drop down a Delete after the end of the FOREACH and delete group1, operation Non-Selected. This will give you the leading point. Or you can use the switch and keep only the first point. The leading point is essentially the output from the popnet, there is no difference. ap_test.hiplc
  5. 1 point
    oddly, some fonts create the same text in different character order....so I've added an internal sort.. ver 1.02: - added internal sort to ensure correct character parsing.. vu_fontZ.hdanc
  6. 1 point
    Passes export example in the file google -> nuke compositing passes tutorial pyro_passes__render.hip
  7. 1 point
    It is fundamental for float type, you can't do much there. Use nearly equal comparisons or rounding if you want to avoid precision issues in VEX, which uses 32 bit floats. While it may be huge computer science problem, for Houdini artist it is moderately painful, all you need is to be more considerate. Comparisons will usually work if the numbers were freshly assigned, not computed by imprecise arithmetic. Therefore people usually use == and succeed most of the time. Suppose you have points that are go down over time and you want to check if they passed ground: if (@P.y <= 0.0) ... else // y > 0 ... Don't use this: // Equal case (y == 0) handled in "non reached zero" branch. if (@P.y < 0.0) ... else // y == 0 or y > 0 ... // y == 0 never handled. if (@P.y < 0.0) ... else if (@P.y > 0.0) ... You should include equality case in one of conditions: "<= or >", "< or >=", etc., depending on the logic. This allows to handle all numbers. If your points fall on ground and stop, you may get into troubles doing code above (consider case where point is slightly greater than zero). Instead, use some small "tolerance": if (@P.y <= 0.001) ... else ... Actual value should be large enough to not yield visually incorrect results and encompass precision error for that scale. You can't have millimeter detail accuracy for skyscraper-sized object using 32-bit floats, and you will use value like 0.1. Coin-sized object, however, would allow you to use 0.00001 without facing precision issues. You may find Fuse SOP in grid snapping mode with "tolerance-sized" division scale useful. It will round values to the nearest division, which fit all those "1.23456e-7" values to solid zeros.
  8. 1 point
    Since they don't mention anything about why they're no longer developing, I'd say they were bought out.
  9. 1 point
    Also Make sure you have enough res on your "Target Texture Size" by default is 1024 you might have to increase that, depending on your geo.
  10. 1 point
    check the mods I did in your first setup fastpyro_particletofield.hipnc
  11. 1 point
    That looks really good. I am curious to hear more about the process, and in particular some of the major hurdles you came across. I am assuming that you are going to keep working on this idea, so what are planning on doing next?
  12. 1 point
    car_paint_shader.zip
  13. 1 point
    Here is collection of breakdowns for a project I was working on during last half of a year Vimeo album: https://vimeo.com/album/4471569 Or individual videos:
  14. 1 point
    Hello everybody, I want to share with you small tool I created recently using VEX. I wanted to create wall made of non-uniform stones (with different widths and also heights). Solutions I found here are really great but I thought I might push it a bit further. I figured out algorithm that can produce such pattern. It can be customized to fit desired look. Besides it runs pretty fast compared to voronoi approach Attached test renders were done using Techie's amazing rock generator that can be found here: http://www.orbolt.com/asset/Techie::rock_generator::1.0 Have a nice day Peter pt_stone_pattern.hdalc
  15. 1 point
    even if you take direction to first neighbour as tangent you should have consistent results as long as your geos have the same topology so in other words use N as main direction and vector to first neighbour as up vector for your reference frame transform for both geos, then transform your desired attrib from one to another
  16. 1 point
    Very cool tip, thanks Vladimir! Made a bunch of experiments, has become my lunch-break and after-hours obsession. http://www.tokeru.com/mayawiki/index.php?title=Houdini#Voronoi_cluster_and_fracture
  17. 1 point
    Have you tried /obj/geo/dopnet_sim:Relationships/constraintnetwork1/constraintnetwork It should get the guide geo which follows the rbd pieces
  18. 1 point
    So I've managed to import constraint network with Object merge node with this Object parameter: /obj/geo/dopnet_sim:Relationships/constraintnetwork1/constraintnetwork/Geometry as described here: http://www.sidefx.com/docs/houdini11.1/dynamics/io#id419749 and here: http://forums.odforce.net/topic/10928-hair-system/?p=70324 But this constraint geo is not following rbd pieces. I would like to export what is shown when Show Guide Geometry in Constraint Network is enabled.
  19. 1 point
    Polyframe SOP in First Edge mode will give you the vector in direction of the first edge which is not necessarily the direction you may expect but it heavily depends on the topology to control it better you can get direction vector based on uv gradient or any attribute gradient in Polyframe SOP torus_gradient_from_attribute.hipnc
  20. 1 point
    I know this turned into vex based solutions, but in case anybody interested, Polyframe SOP offers direct way of calculating gradient vectors from attribute http://www.sidefx.com/docs/houdini13.0/nodes/sop/polyframe just change the style to Attribute Gradient
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