# konstantin magnus

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10

1. ## Brick Tube with a bend

You can promote the ranged point group to edges and dissolve those. brick_pipe.hiplc

Watch Junichiro´s channel to see how surface population can be done in Houdini or optionally in Rhino, as well: https://www.youtube.com/channel/UC5NStd0QmACnWs9DzqJ3vHg/videos
3. ## Stairs between two floors?

Append a polyframe node on your resampled lines, set "Tangent name" to N, set N.y to 0 and copy a box onto these points. stairs_pframe.hipnc

Here is another cartoon shader based on lambertian shading and a color ramp. And a quick tutorial on it, as well: cartoon_shader_4.hiplc
5. ## Solver output time interpolation

If you really know whats going on inside your solver, it´s probably more working efficient to manipulate time before simulation. VEX functions such as smooth() or simple formulas using @Time can change the speed over time. So inside a solver node, try this: float seconds = 4; float t = 1 - smooth(0, seconds, @Time); @P += @N * t; sim_ease_time.hipnc
6. ## HDA | VOP | Bend

Great work! Some viewport handles would enhance the usability. Regarding the video a technical look inside your tool would have been interesting, as well.
7. ## Sum of attributre over ten frames?

Hi Alex, VEX already supplies a function called spline() for smoothly interpolating values. // INPUT ARRAY FROM 2ND INPUT f[]@heights = detail(1, "heights", 0); int l = len(@heights); // ADD FIRST AND LAST ELEMENTS to be ignored by spline-function insert(@heights, 0, 0.0); append(@heights, 0.0); // INTERPOLATE VALUES int change = chi('change_rate'); float t = (@Frame - 1) / float(change) / l; f@height = spline("cspline", t, @heights); // OUTPUT @P.y *= @height; @Cd = set(@height,0,1); interpolate_array_values.hiplc

Yes, true. Because I thought thats what you wanted. You can always connect a parameter node with "Cd" to the color input of pbrdiffuse, though.
9. ## Meshing Lidar Data on the Farm

Hi Jordi, could you perhaps re-upload this? The link seems broken. Thank you!
10. ## Setting Camera defaults

Click on the cogwheel and choose "Save as permanent defaults".
11. ## Rotate cameras from vector list to degrees

I have read lots of camera angles from a text file, and try to convert them from vectors to degrees: rot_list = rots.split() # ['0.768704', '-0.628123', '-0.120648'] rot_deg = hou.Vector3.angleTo(rot_list) node_camera.parmTuple('r').set(rot_deg) It throws an error: unbound method angleTo() must be called with Vector3 instance as first argument (got str instance instead)
12. ## Rotate cameras from vector list to degrees

Thanks to both of your help I was able to make it work: Just one more question: How can I change the matrices so that the cameras are not rolled sideways?

Hi Philo, its just a start, but I set up a diffuse shader that quantizes lighting using the output of a pbrlighting-node. Make sure to set your render view to the 'cartoon' channel. cartoon_shader.hiplc
14. ## Need tips on how to prodedural modeling a tree

You could randomly twist and scale some grid lines to get a very basic tree. tree.hiplc
15. ## Buckingham Palace in Westeros context

Its easier to light a room without materials first. Maybe look into these methods: https://vimeo.com/93834599 https://vimeo.com/102273640
16. ## Rotate cameras from vector list to degrees

Hi Dominik, thanks for your help. Its a vector deviating from {0,0,-1}, exactly like the line SOP. So I am still looking for a method to convert this 3d vector to 3 degree values rx, ry, rz. How is this usually done in Python?
17. ## Vex shifting values.

Try the modulo operator: http://www.sidefx.com/docs/houdini/vex/lang.html#operators
18. ## VEX - create primitives from arrayvalues

Read this: http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex Type it off, play around with the code, change and break stuff, close the tab and try it blindly, write your own little scripts every day, google the forums and help others once you know smth.

20. ## Vex - Generate @Cd threw intersecting with a mesh

There is an option in the group node for bounding objects. obj_bound.hiplc
21. ## Array values to points

While trying to create a point attribute based on array values from second input, I was expecting this to work: v@Cd = v[]@opinput1_colors[@ptnum]; // only works on point 0 I also tried getcomp(), but it seems I am missing something. vector a = getcomp(v[]@opinput1_colors, @ptnum); // uses first array value on all points addpointattrib(0, "Cd", a); camera_to_screen.hiplc
22. ## Array values to points

Well, I usually read the documentation where needed. But I ignored the attribwrangle page thinking everything is done inside VEX code. I dont find the idea of setting "invisible" match attributes particularly elegant, either, as they dont show up in the code. But it seems to be the most straight forward way to access arrays fro other nodes in Houdini, so thank you again for the hint!
23. ## Array values to points

Thank you Victor! I didnt even know "attribute to match" existed! Its also described in the attribwrangle: http://www.sidefx.com/docs/houdini/nodes/sop/attribwrangle.html
24. ## Array values to points

Thank you, yes, that was it!
25. ## How to avoid double walls created by convertVDB

I have a point cloud with large open parts and turn this into a VDB from particles. Logically, but unfortunately I get double walls after meshing it. Whats the most robust way to get a hollow model from this right away? Even if there are dozens of parts, messy geometry etc. PC_double_wall.hiplc
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