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Everything posted by Atom

  1. Hi All, The iPad free app TreeSketch comes with three topiary shapes. A swan, a bunny and a bird. Here are exports of these three app presets. Consider these licensed CC-BY or check the license on the Tree Sketch website. The trunk, branches and leaves are all UV mapped. ap_tree_sketch_topiary_062817.hiplc
  2. Hi All, I spent some time on my iPad today cranking out a few trees using the free app TreeSketch. I thought I would offer up a small pine tree set for anyone who needs them. Consider these licensed CC0 ok for commercial work. The trunk, branches and leaves are all UV mapped. So you can re-purpose these as other trees if you like. ap_tree_sketch_pine_trees_062817.hiplc
  3. Drop down a UVTexture node, following the grid. Then follow that up with a UVTransform. The goal, I assume, is one leaf per grid? Use the UVTransform controls to scale and offset the atlas so only a single leaf fills the entire grid. Then duplicate that 3-node setup and offset to dial in the other leaves etc... In general, I don't really like the texture atlas approach. I'd rather have a single matching image set for each entry in the atlas instead. The approach I took is to "fix" the textures before I get to Houdini rather than to create elaborate node setups to deal with massive offset and scaling. I created an After Effects scene to process each of the elements I wanted out of the atlas and saved them out as their own plant image set.
  4. Thank Matt Estela, he pointed me to LiceCap.
  5. Which one? There are about 18 different effects in that video. They are nicely stacked up but I don't see just one effect. Try watching all of Rohan Dalvi's video tutorials. Especially the MoGraph ones. Also check out Ari Danesh's CHOPs video. He makes a sphere with spheres attached by lines. ap_plexus_attempt_1b.hipnc ap_ari_danish_CHOPs_ball_setup.hiplc
  6. I found an old scene file on this forum that calculates the slope, peak and flat areas for landscapes. I thought I would try it out with the new Terrain tools of H16. It seems to work, but I wish the peak group had more control. ap_peak_slope_flat_scatter_for_terrain.hiplc
  7. Here is an example using wind forces to move some RBD pieces around. Initially they are just boxes copied to the surface of the pink sphere. The pink sphere is a Static Collider I created using the shelf tool. The only small difference was the I shrunk the pink sphere by 0.3 units so the copied objects were not directly in collision on frame 1. Gravity does take over and you can see the boxes do collide with the sphere they were spawned upon. ap_RBD_leaves_with_wind_mask_062617.hiplc
  8. Hi All, I am playing around with the Cloud node. I have my font converted into a cloud. For the next step I wanted to use a wind force to blow it away. However, when I look for the force I can not locate it. Do I need to jump out of my cloud object and add the force at another level? What is the work flow with adding a force to affect a cloud/volume?
  9. Thanks for the alternate example. It makes sense to me, the loop iteration index takes the place of @ptnum as a unique value for the random seed. I guess I don't understand what the outer compile loop is used for?
  10. Stamping is fine for a few thousand points. After that you may see some lag on an animated multi-stamp geometry generator. But hey, you can always cache that stuff out and regain your speed. I would like to see the above example file implemented in a loop. I'm not quite sure how to do that.
  11. You basically just create a random integer attribute using a wrangle. Then stamp that into the index of a switch. ap_rnd_switch_stamp.hiplc
  12. The easiest way might be to just make everything really thin 3D. Then you can work with all the standard tools. So if you have a grid, it becomes a box. If you have 2D planes with transparencies drop down a Trace and follow up that with a slight polyextrude.
  13. I think I kind of agree with your tutor. The way it could work is you could start off very close up and when you pull back the scene is actually a diorama in a museum display case or something. A kids shoe box. Go for a laugh rather a than a cry. Plus you practice the art of the reveal.
  14. What if you invert the specular, but still matte it by the alpha? Then follow it up with some mild color correction or levels to make it look nicer... I don't think I have ever used a translucency map. Most of my map work is diffuse, specular, bump or normal. An occasional AO multiplied on top if it is available.
  15. Your fix seems to work. I even tried it out on a shoe. ap_f1_hexagon_shoe_effect.hiplc
  16. Playing around with extending this so you can get a set of primitives separated from the host shape. Then you could boolean those against the original. The group scatter point selection is linked to a group primitive delete via relative expressions. ap_voronoi_pre_extrude_fracture.hiplc
  17. What if you extrude the main structure before you fracture? Then all the resulting pieces will fit together nicely. ap_voronoi_pre_extrude_fracture.hiplc
  18. I guess you could bypass the node after it kicks out it's geometry and is cached to disk. Then on creation should not run. But I have not tested that.
  19. I just had to try that out on a dinosaur head. But I am getting some spikes here and there. What is causing that? ap_hypernose.hipnc
  20. Why not use a standard FileCache node? Wouldn't Save To Disk simply be the same implementation as your Python button?
  21. I believe the python node will naturally cache the last generate. Try dropping in a button and activating code. ap_python_generate_button.hiplc
  22. I think that is what reseeding already does. It measures particle counts and tries to keep a balanced amount. The value is on the flipsolver under Particle Motion under Reseeding tab. It is called Particles Per Voxel. It is derived from the fliptank grid scale. When starting out it may be simpler to use the fluid system presented rather than to immediately try to modify it.
  23. Sometimes pillows are modeled using the cloth simulator. Create a box and make it a collision object. Then drop down a grid for each side of the pillow and stitch them together. When you run the simulation the stitching will tighten up and try to collapse but then encounter the collision box and stop.
  24. I would send the broken files to support@sidefx.com. They would probably like to see such a broken file.