# reyan

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28

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## 1 Follower

• Rank
Peon
• Birthday 05/04/1978

• Name
Leonardo
• Location
Bruxelles
1. ## Transfer point order by UV

It works, thanks guys!

No way...
3. ## Transfer point order by UV

Hello guys, i'm breaking my head on a problem, that probably is very easy to solve. I have a FBX of a character in TPOSE, and i want transfer the point order from this FBX to an Alembic animation of the same character. The only stuff that i can use for transfer is the uv that are exactly the same. The topology is the same. So basically i want transfer the point order based on UV, is that possible ? Thanks in advance
4. ## Best NPR ever

I saw this link: http://blendernpr.org/chibi-ryu-realtime-outline-shading/ And it's the same method that they use in GDC talk, but in Blender. I'm quite convinced that's possible achieve the same result in Houdini
5. ## Best NPR ever

The GDC show is very interesting ! I didn't see, thanks for the link. It's a big plus that every works in realtime, i would like to have some time for test this solution in Houdini Abvfx, that's true, but i was thinking to build the setup for the normals in a Wrangle SOP
6. ## Best NPR ever

Just amazing ! http://blendernpr.org/edge-node-v1-2-4-july-2015/
7. ## Curl Noise in local space

Hi, i'm tryng to convert a Curl Noise 3D inside a point VOP in local space, but for now no way. Could you someone give me a hint or suggestion ? Thanks in advance
8. ## Matrix in wrangle SOP

That's exactly what was looking for, thanks both guys !
9. ## Matrix in wrangle SOP

Thanks, but maybe my code is a bit different let's see: v@up = {0,1,0}; @N = normalize(@N); v@binormal = normalize(cross(@N, @up)); @up = normalize(cross(@binormal, @N)); matrix3 mat = set(set(@N.x, @N.y, @N.z),set(@up.x, @up.y, @up.z), set(@binormal.x, @binormal.y, @binormal.z)); float angle = chramp("ramp", ch("turn")) * radians(360); rotate(mat, angle, set(@N.x, @N.y, @N.z)); @orient = quaternion(mat); //@P *= mat; float ramp = chramp("roll_on_path", @roll); If i set P as you suggested works, but with weird result, seems that the rotation happen in world space and not with the matrix that i defined by hand; But i'm using @orient for pass data to copy SOP, in this case doesn't work... I attached the HDN file for better explanationroll_test_tmp_002.zip
10. ## Matrix in wrangle SOP

Hi again, i'm tryng to add a rotation to my path, so after matrix definition i have this code: rotate(mat, angle, set(@N.x, @N.y, @N.z)); This works, and rotate the profile on the path by angle, but i would need control rotation with my spline ramp defined by float ramp = chramp("roll_on_path"); How can i do that ? ​Thanks in advance
11. ## Matrix in wrangle SOP

Rows order is is another quite painful issue outside matrix creation scope Absolutely Thanks!
12. ## Matrix in wrangle SOP

Finally i solved, actually the logic was right, the vector order in the matrix not: matrix3 mat = set(set(normal.x, normal.y, normal.z), set(up.x, up.y, up.z), set(binormal.x, binormal.y, binormal.z));
13. ## Matrix in wrangle SOP

Yep, apparently there's something weird... Thanks anyway
14. ## Matrix in wrangle SOP

Thanks mestela, my problem there's some error in the wrangle code for define a matrix Here the file: roll_test_tmp_001.zip
15. ## Matrix in wrangle SOP

Hello wizards! I have a question about point wrangle SOP. Is it possible create a matrix, and use that matrix in copy SOP as a transform ? In the file attached, i build all axis that i need for create a matrix, and rotate the copies with "roll_on_path" ramp parameter, but until now, no way. If someone have an idea... a big Thanks
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