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logix1390

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Everything posted by logix1390

  1. You just solved all my problems and more. Really appreciate the help F1
  2. Hello , I came across an interesting problem. I have an irregular shape of only lines and points. I noticed that after I did a boolean operation and fused the points, the point order got messed up. So point 2 and point 1 are on opposite ends of each other which messes things up even more when I resample after. the sorting order needs to be in a clock wise or counter clock wise motion. I thought the sort sop would be able to fix this type of thing ... I will attach my scene file for anyone who wants to take a look. Thank you sorting_issue.hip
  3. Hello everyone, I have a plant problem. I have a basic plant abc I modeled in maya, and I am trying to orient the plant leaves around its stem in a certain direction in sops. It should be able to fan out randomly as well as bunch of together and point in a certain direction that I specify. I actually have the solution for exactly what I want, however, it is a very crude solution in my opinion. I was wondering if someone could take a look at my file and possibly show me a cleaner way to do this. I am currently trying a vops solution, no luck so far... Plant_Leaves_orient.hip long_plant_test.abc
  4. Dang. Some really good stuff here. Works great. Thank you Eric!
  5. This is great ! Just what i needed. Thank you
  6. Hello everyone, I have a few spheres in my scene. I created a class attribute and randomized the scale within a foreach loop . I was wondering if their was a faster solution to this. A foreach loop can get very slow at times. I almost figured it out with vops but I don't know how to properly use scale transformations within vops. If their is any good reference someone can point me to that would be much appreciated. I attached my scene file if anyone wants to take a look. Thank you. randomize_scale_by_class.hip
  7. That's a bit to descriptive fencer, can you simplify it for me .
  8. Hello again, I have a some spheres with sin wave animation copied to a grid. I want to randomize the speed of each sphere using a timewarp node. I made a stamp expression called "time" for every PT in my copy sop. It actually works, however... eventually all my animation comes to a stop. I have no idea why this happens. I even turned of the animation and applied some animated noise to each sphere and the same thing happens to the noise.. it comes to a stop. I might not be understanding the timewarp node fully. I attached my scene file if someone wants to take a look and possibly explain to me whats going on. Thank you timewarp_copy_problem.hip
  9. Thank you farmfield ! This is a very cool method. Really appreciate the help ! Cheers
  10. This is a great solution Alvaro. Thank you. Ahh i get it... For some reason I thought that my fit values would keep randomizing each stamp continuously even if it reached 100 or 300. But it makes sense that it would stop. Appreciate the help.
  11. Hey Farmfield, I had to step out for a bit , but I just went through the post again and checked out the file you provided. This seems like a very interesting method . Is copying in a forloop faster than copy stamping outside of a loop ? Also, does this method work in Houdini 15.5 or only Houdini 16? We are currently using 15.5 at work and would love to use this method. I tried to re create it, but no luck on the randomization, they all rotate at the same speed and direction. I attached my scene if you want to take a look. Thank you copy_in_forloop.hip
  12. Sorry, i'm actually not sure how that happened. thanks for the response.
  13. Hello again, I have a some spheres with sin wave animation copied to a grid. I want to randomize the speed of each sphere using a timewarp node. I made a stamp expression called "time" for every PT in my copy sop. It actually works, however... eventually all my animation comes to a stop. I have no idea why this happens. I even turned of the animation and applied some animated noise to each sphere and the same thing happens to the noise.. it comes to a stop. I might not be understanding the timewarp node fully. I attached my scene file if someone wants to take a look and possibly explain to me whats going on. Thank you
  14. Can't believe i missed this. Exactly what i needed, thank you !
  15. Hello, I have two cloth objects in my dopnet. I want to constraint a couple points of one cloth object to some points of the other cloth object. I have used all the shelf tools that the cloth provides with no luck. It usually just stays rigid or gives me very poor results when I play around with the stiffness/damping in the constraint parameters. Any help would be much appreciated. Thank you.
  16. Awesome! It worked perfectly. Thank you sir!!
  17. Hello again, I posted something similar to this a few months ago, and discovered the solution . However, I ran into a situation where I need an alternative solution. I have a multi-object copied to points on a sphere. After the copy I want to isolate the multi object in a foreach. If I pack the geo it works. However, if I don't pack the geo it will not work, instead I may just get one object from the multi-object. I am very curious to know what an alternative would be without packing the geo and just sticking to full geo. I attached my scene file for anyone who wants to take a look at my first solution, as well as any alternative they would like to add . Thank you. isolate_whole_object_with_unpacked_geo.hip
  18. Got it , it works ! Thank you again sir . Appreciate it.
  19. Hello, I am trying to create a gradient ramp on a plane and add noise only to the white color of the ramp. I am trying to do this in vops. I have the noise and I have the ramp applied in vops, however I don't know how to make the noise only affect the color. Any help would be much appreciated , thank you. ramp_and_noise.hip
  20. really appreciate the help konstantin. this works well with the ramp and color, I see what you mean now. If I wanted to add displacement to the position of only the anti aliased noise, would I have to fit the position of the aanoise and add it after I mulitply it with the values of the ramp? No matter what I do it just becomes a jumbled mess. I attached my scene if by any chance you want to take a second look . Thank you. ramp_and_noise2c.hipnc
  21. thank you konstantin, I tried to multiply it. seems to have disappeared. once I add the turbulent noise to the position of the grid, I then multiplied it by the ramp param. Is their something i'm missing ? Thank you for the help. ramp_and_noise2.hip
  22. Thank you for the replies. This put me on the right path. I needed to find the cross product of the poly frame normal you guys showed me, and an up vector on Y axis. I then changed the new vector to N and I got the direction i was looking for. Thank you for all the help guys !
  23. Hello again, So I have come across an issue. It is probably better to just explain with pictures... <a href="http://s480.photobucket.com/user/vaz13/media/Picture_2_wrong_Normal_zpszysblp9h.jpg.html" target="_blank"><img src="http://i480.photobucket.com/albums/rr169/vaz13/Picture_2_wrong_Normal_zpszysblp9h.jpg" border="0" alt=" photo Picture_2_wrong_Normal_zpszysblp9h.jpg"/></a> <a href="http://s480.photobucket.com/user/vaz13/media/Picture_3_correct_Normals_zpsbdmo3vo1.jpg.html" target="_blank"><img src="http://i480.photobucket.com/albums/rr169/vaz13/Picture_3_correct_Normals_zpsbdmo3vo1.jpg" border="0" alt=" photo Picture_3_correct_Normals_zpsbdmo3vo1.jpg"/></a> Basically I am making a procedural house. I am at a part where I am making the wooden pillars on the inside walls. I have an outline of my house where I resample each line and copy the pillars onto them. However , the problem is the orientation of each pillar. Since my house is an irregular shape, when I try to orient and scale them inwards toward the center , each pillar scales incorrectly on some sides of the house. I put an expression so that the normals face towards the center, but the way I have my house setup, the center is at the origin grid and not the origin of the house. It's a bit tricky to explain, I have attached my scene file for anyone who wants to take a look. Orienting_Pillars_along_normals.hip
  24. Looks like my pictures didn't get embedded properly. I will attach them as a file.
  25. This is exactly what I needed . Thank you!!