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About coltonmil

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  1. missing reflections from fire

    Adding density field and using the temperature as density fixed the issue as well. cmil_debug_refl_v001.hiplc
  2. Point Cloud Lattice

    Sorry about that, forgot I'm using a custom vdbfrompolygons, if you just swap in the standard one you should be good!
  3. Point Cloud Lattice

    Got a closer shape using the ideas I posted above! With some overall warping, and playing with the VDB meshing, you might be able to massage this into something like the ref. vexGeoTest_v01.hipnc
  4. Point Cloud Lattice

    Sorry man, I haven't had a lot of time to try out some of the ideas I had, but here's the basis of what I'm thinking: Use this method to create polylines: Do a nearpoints like shown, but then don't connect points that are at the same "level" as each other (or distance from center), so you end up more with these 45 degree connections going inwards like in your ref. Then convert to geo and blend using VDB to get the nice smooth connections like the ref. I'll try and flesh something out more, but this is a great tut to go through regardless
  5. Point Cloud Lattice

    I think it might be more controllable using poly-lines and creatively grouped points to connect everything as opposed to just metaballs like the method I'm doing. I'm trying a couple other things to see what I can come up with, but I'm certain a Houdini genius can swoop in here with a solution readily available We really need a bat-signal type light with a giant H for these guys
  6. Point Cloud Lattice

    Something like this?
  7. Paint peeling effect-How to disappear fragments

    You'll need another attribute that has the frame at which the points activate, so you can compare current frame and activation frame, and then remove them when they exceed 1.5. Something like: @corrosion = (@Frame - i@activationFrame) * .1; if (@corrosion > 1.5){ removepoint(geoself(),@ptnum); } For user-friendliness it'd be nice to replace those hard coded numbers with sliders though @corrosion = (@Frame - i@activationFrame) * ch("FrameStep"); if (@corrosion > ch("KillThresh")){ removepoint(geoself(),@ptnum); }
  8. VEX nearpoint

    Hey Kashmere, This may be way off-target, but maybe it'll still help! I know you're going for a mainly vex focused approach, but if you're just trying to get a single point attribute of the nearest point between two pieces of geo, using an attribute transfer might be the way to go. Set an attribute like "nearpointid" to the ptnum, and then attribtransfer that over. Edit: On second thought shouldn't a simple implementation of nearpoint in vex do what you're looking for? Maybe I'm completely mistaken. i@nearestpoint = nearpoint(1,"",@P,ch("radius"));
  9. Anyone here dabbling in cryptocurrencies?

    I originally mined a bitcoin back in mid/early 2011, when it was possible on a single personal machine! I gave up, as it took about a day and a half to mine one coin, and they were worth about 4 bucks. I had that coin kicking around a wallet.dat for a while that I promptly forgot about, and then in 2013 the price spiked up to $1000. I scrambled to find the wallet.dat, luckily, found it and quickly sold it on Mt. Gox. The same week the Mt. Gox hack/scandal happened... Still in their bankruptcy proceedings, apparently I will see that money some day hahaha. If only I knew!
  10. I have an imperfect solution, but it's very close, and should at least be workable. This is using a tool from the Qlib toolset called group_edge_loop. First group an edge ring of the tube (Select first edge then hold A and middle mouse click to select the whole ring). This part could use proceduralizing, I'm not sure the best way to do this though. Then use group_edge_loop_ql SOP to create groups of every loop. Promote to point group and then use pack SOP to get a centroid point for each loop. The group_edge_loop_ql SOP doesn't seem to resolve the loops on the caps correctly, so I'm removing the end points from the line. FindthecenterTest_v02.hipnc Edit: In regards to Aragatory's question above, this will only work with a tube.
  11. timeshift and velocity

    Hey Noel, You can create a point wrangle that has a multiplier channel to control the velocity mult and frame mult. Something like this: v@v *= ch("Mult"); Then you can reference this channel for multiplying your $FF in the Time Shift SOP.
  12. Y ramp volume vop

    Which version are you using? It's working correctly in 16.0.742.
  13. Y ramp volume vop

    Hey ejr, Is the problem you're having the stepping you're seeing in the viewport? Falloff appears correctly in the render despite the stepping you're seeing in the viewport.
  14. Boolean subtract geometry from curves?

    Because there is always far more than one way to skin a cat in Houdini, I've attached my solution as well Preserving original points (attrib transfer>blast away points outside threshold of original) Also, when I see I have the exact same solution as Noobini, I know I'm doing something right! curveBoolean_v01.hipnc
  15. Boolean subtract geometry from curves?

    Hey Elly, Your best bet is to resample the curve, and group points based on bounding geo (your desired subtract geo). Then promote this group to an edge group using the groupPromote SOP. Experiment with whether the "Include Only Elements..." checkbox works better for you. Use a dissolve SOP to delete the edges of your grouped points. Then finally drop a facet SOP with "Remove Inline Points" turned on to bring the curve back (close) to its original sampling. If this isn't close enough, you could do a compare with the original curve to keep points that are in close proximity. Hope that works for you