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jmquintela

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About jmquintela

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  • Name jm
  • Location chile

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  1. Hey Thanks Jeff!, I'll look what marvel you did there!... the uv's look great.... Yes I try to stay out of loops because of the speed, I got a I7 , 16gb ram, gtx980 recently, very good machine .
  2. string model_1 = "$HIP/geo/StrandModel.1."; // here you load the path to your sequence string model_2 = "$HIP/geo/StrandModel.2."; //they can be as many as you need int Fr = @Frame - @frmn - @randFrame; // with this you create the frame number // @frmn and @randFrame are attributes created previously. @Frame is the current frame string frames = itoa(Fr); //transform the frame number variable into a string string suffix = ".bgeo.sc"; //this is the extension of the sequence //the following is to build the instance path string attribute wich will be load by the Instancer //the @split is an integer attribute to make "clustering" of this instances //so you can vary the models sequences, this if (@split==0) { s@instancepath = model_1 + frames + suffix; } if (@split==1){ s@instancepath = mode_2 + frames + suffix; } I had this same question not so long ago , I realize the trick is to create an instancepath variable wich loads the model sequence with a frame offset, that code is exactly what you need to do this string variable, you then play with the @frmn and @randframe to offset them (it could be just one att, I used 2 just because) ..by the way, the guys here say that packed geometry is as fast as instancing , check that on the docs. follow the Sepu link... this code I took it from those places , it's not mine, but I wrote the comments..hope they help.
  3. Thanks !, I will try that and see what's up! mmm I will not be able to use this technique because rings have different amount of point between 15 and 17, sooo some give me 1 point, others 2 , other non, a little mess... but you know I found a work around, I'll post the final at wip section on this days.. thanks any way
  4. Hello, I'm doing this Mold forest..I'm struggling with the UVs.. I have this tubes like structures , I create two groups , the bottom and top rings ....so I can run a shortestes path node to drw the seam path , the problem is that I must have one of this two groups with only one point per ring to draw only ONE path... This Tubes are part of a model wich I split on threee parts, the floor, this tubes, and the tips.. for the tips the technique works perfectly so you can see what I want to achieve on the hip file ... It's difficult to explained I guess... This image show the top ring group.. Fungus_67.hiplc
  5. Yep the edge depth did the trick nicely! thanks!
  6. Hi Sepu!, of course, I attached the hip on the post now .. thanks for the help ! devpe: yes I guess that could solve the problem, but I was curious about how to transfer attributes across connected points , I guess that softtransforms does that kind of logic JDee: great! I was thinking on something like that but didn't know how to do it, I'll try that !, thanks!
  7. Hello!, I'm creating an attributte to group only the tips of this extrusions ...I used the front group that polyextrude creates to transfer an attribute to the root.. it's working so far buut the problem is those areas where the attribute of some tips gets to other nearby tips ... I could put a smaller blend value but still for thos tips that are to near I get this problems, of course I understand that the attributte transer is just creating a blend radius without any topology consideration... I was trying to look for some technique to transfer attributte to points that are topological connected, without any luck so far. any ideas?
  8. thanks a lot sasho! , I'll check it out
  9. Hello!, Let's say I have a rotating cube, a grid floor and a direct light projecting the shadow of the cube into the floor.. how can I get the motion vector of this projected shadow? , I already know how to get the vectors of the cube but it's shadow is a mistery.
  10. Mainly what I'm doing and it's working is to create a tool to animate molds with 2 carves, a polywire and and vopsop that let me animate the width over the curve( that I found right in odforce). so I animate two carves with the same expression... with one carve I get the curve, the other gives me the tip point.. this tip point will transfer attributes later for refraction and color changes to the mesh, instead of animating maps and genratin UV I multiply those values at the end. then I pass all this on a bend and bang... Of course all this values are stamp by a copy node to generate N slightly different models from each animation, so I have for each I animation of a mold, I have NxI amount of models to work with. At the end I load this animated models into a state machine based mainly on change by nearness.
  11. Thank you to all Ok, I undertood my mistakes, thanks!
  12. thank you Spyrogin, I'm implementing that right now, your totally right, the L system and the copy node should do the trick , thank you a lot!
  13. Hola! sepu, sii soy de santiago Chile! jaja, y tu de donde eres ? ... yeaa I've got that Differential line growth working already and the difussion reaction tuts also, amazing techniques... but for this problem I don't know if they apply... I found a space colonization technique to do the floor spreading part, where I grow a tree like network by consuming nearby points. I imagine it's more like a cloth sim,but I still don't visualize how to start.. mostly because I don't know how to control softbodies on hou that much. In houdini I've got like little test of things but nothing very promising, I was playing on xsi ice with a particle system, instancing different models and offseting their time, but the collition part it's killing me...
  14. thanks Sepu by the fast response, I already watch Entagma videos , in fact I have them on my disc.. I follow already a bunch of them.. but still all this is not quite the same,...maybe I still don't know how to mix this techniques together... :O.
  15. Hello, I need to generate the effect of mold growing ,it's the sequence from minute 1 to 1:13 of the attached video ....I don'tknow that much of houdini for wich kind of techniques should I use to create this or what path could I take.. my main problem is how to generate the softbody colliding behavior of so many shapes that are also transforming themselfs over time and also gets drag by the floor movement... I don't know where to start, wich techniques I should consider to tackle this problem.. of course I might generate a simplier form of this sim with particle systems and state triggers...but it wouldn't generate the deformation. I try also fur sims but I'm a little lost on creating the growing bulging parts...... well any contribution in form of tutorials or any insights into the problem would be much appreciated .