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Atom

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Everything posted by Atom

  1. Has anyone noticed that Sequence Blend in H16.5.375 no longer Blends Voxel data? This was a useful node, but it seems to have changed and now voxel data is no longer blended. Because the node has not been depreciated, I can't unhide the older version to recover the lost functionality. To see how the sequence blend is supposed to work, view this video at 9:50-10:45. sequence_blend_issue.hiplc
  2. hardConstraint problem2

    Your connectadjacentpieces node destroys the unique naming of s@name. Try Connection Type Adjacent Points instead.
  3. hardConstraint problem2

    Check out these links for some help and working example files. http://richardlord.tumblr.com/ http://www.tokeru.com/cgwiki/index.php?title=ConstraintNetworks
  4. Disconnect the Solver inside the AutoDopNetwork. You can't delete points from a cloth simulation in progress. Take the nodes in the solver and place them after the DopImport. Delete after the simulation is complete. This also gives you the advantage to change the way the burn occurs later and not have to re-simulate the cloth.
  5. The typical workflow for fluid is to write out the compressed cache to disk. After that is done you can scrub it from a file much quicker. The next step is to do the same thing with the polygon surface. Write it to a cache then read it from the disk for better performance. This is the only way to avoid simulating everyframe when all you want to do is scrub to the next frame.
  6. Ok, I see what you mean. Try disabling the grain sprite inside the AutoDopNetwork.
  7. On your output change the Convert To actual polygon surface. From your screen shot you are converting to a compressed cache, not polygons.
  8. array amnesia -- losing values or my mind

    What about this. You have source points then construct primitives from those points. So the points you are running over are the constructed points, not the source points. Instead run over the source points but fetch from the second input of the wrangle the constructed points/primitives...? Then success is 1 and error is zero and you can fetch from the sorted array. ap_prim_array_issue.hiplc
  9. array amnesia -- losing values or my mind

    The problem might be that your success is always zero. Thus pscale will always be zero. Try this modification and examine the @error attribute in the spreadsheet. int success; int myprims[] = pointprims(0, @ptnum); if (len(myprims)>0) { float mylens[]; foreach (int myndx; myprims) { float mytmp = primattrib(0, "restlength", myprims[myndx], success); if (success==1) { push(mylens, mytmp); } else { f@error = -1.0; } } float lensort[] = sort(mylens); float shortest = lensort[0]; f@pscale = lensort[0]; } else { f@pscale = -1.0; }
  10. array amnesia -- losing values or my mind

    You are supplying a 0 for the final parameter of the primattrib. This is actually a return value and I am not sure if providing a constant is the best way to go. Try supplying an int based variable instead and actually examine the variable after primattrib executes to see if it was successful. You should only push if it is successful. Also try using append instead of push, docs say they are the same. Maybe append works better...?
  11. Single Point Falling Dust Stream

    And now with multiple dust crack points. ap_rs_dust_crack_explore_020518.hiplc
  12. Nothing too amazing, but I think I finally got my single point falling dust stream working. ap_rs_single_point_dust_stream_020218.hiplc
  13. POP Flock Orientation issue

    I think Johnny posted a file on flocking at this link.
  14. Selecting the node is not enough, you also have to move the Display flag to the fluidsurface node.
  15. What kind of hardware do you have? I just scattered 200 million points into a sphere and my 1070gtx seems to handle that just fine. Completely rapid viewport response. Press the D-KEY with your mouse over the viewport. Choose the Geometry tab. There is a percentage value you can adjust for instances.
  16. I have an iPhone model that I am melting. I am using attribute transfer to migrate UVs from the original model onto the fluid based resulting model. In the viewport it looks ok. I see my UVs are traveling with the points and appear to be melted. Notice how the green smudge seems to be in a lower location in the viewport. But when I go to render, the UVs look like they are not carrying through and only inherit the position/location from the first frame. The top row of icons in the melted render is actually from the middle of the unmelted phone. I am transferring the @shop_materialpath as well as the UVs .
  17. keep uvs on flip anim

    Check out this link. I had to do this a short while back with melting an object using FLIP.
  18. Simple noise expression on float value

    Take a look at Houdini's CHOPS context. Some example file can be found here: http://www.tokeru.com/cgwiki/index.php?title=HoudiniChops
  19. [SOLVED]Remap Quad Area?

    I have this all quad based "dog-bone" shape. But the distribution of area per quad is a bit off. Is there a way to keep the shape, keep all quads but remap the area of each quad so there is a more even distribution of area per quad? I would like to remove quad stretching? dog_bone_quad_source.obj
  20. Mesh Trail Clothlike Effect

    That exact image has already been referenced in this older thread on the topic.
  21. [SOLVED]Remap Quad Area?

    Thanks, I think that will work!
  22. Learning challenge Vex

    Hmm...you do realize that fit01 expects the first value to be in the range of 0-1. @age does not fit that criteria, neither does @ptnum. However, fit allows you to remap a known range into a 0-1 range. Because 0 and @life are the known range that @age can occupy. float my_value = fit(@age,0,@life,0,1); The rand() function is a great companion of fit01 because it always returns a value in the range of 0-1. You may often see something like this. Get a unique random number for each point. float min = 0; float max = 1.0; float my_fit_rnd_value = fit01(rand(@ptnum),min,max);
  23. You don't really need to double post.
  24. Stephane SOUBIRAN - FX Artist Demoreel 2018

    I think it looks great! It also made me laugh right up front with those fluid splats.
  25. Sampling positions from UV map using uvsample()

    I reviewed your file and I don't experience any jumping using H16.5.359. It moves smoothly for me.
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