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probiner

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Everything posted by probiner

  1. [SOLVED]Remap Quad Area?

    Nice @Noobini Using what you're showing I tried to go with GameDev Toolset's PolyDeform, a basic xyzdist wrap, and my Smooth to fix some spacing. PRB_AtomsBoneWrap.hiplc
  2. I don't usually meddle with functions in VEX, but today decided to give it a go since I wanted to have some functions being used by other functions. I'm having issues calling functions inside functions. The code below for example will trigger errors. float foo(float a, b) { a = clamp(a, 0, 1) ; return a + b ; } float bar(float a, b) { return foo(a+.1, b+.1) ; } And it can be "solved" in multiple ways: If for example I comment out the clamp part it passes: If instead I remove the +.1 from foo it works as well. I have other examples where such simple corrections and the multiple corrections don't work or are not straightforward so what I'm after is understanding what's the main cause of this. Either I'm missing some method here ( I did try C++ style declaration / definition) or maybe there's some issue with calling a functions from a function. Cheers PRB_RFE_VEXFunctionCallBug.hiplc
  3. VEX:: User-defined functions calls problems

    That's the issue @f1480187 I could patch here and there, but it's not clear what it is as patching on either function will do... But it's no standard. I did file a bug report, thanks.
  4. [SOLVED]Remap Quad Area?

    Hey I tried the Projection Smooth asset I've put up and I've thought about this in part when I made it. If you check "Sparse" option it does try to space things out. Plus Wrap will make it re project. Now. I've found it that running it in a loop for 500 iterations does better than running it with 500 itself. I guess I could do something just for this ans that asset was thought more for direction constrain than sparse smoothing. There must be a smarter way to do this, eheh. The issue with smoothing iterations is that they return so little after a certain amount. Cheers
  5. I'm mostly geared toward parametric setups with immediate interaction, easy to "art-direct", but there's things only sims can solve, so I'm looking into introducing some cheap&fast sims into my setups. What do I mean with "cheap&fast"? Take the example these boxes being simmed and then use the resulting packed geo to instantiate rubber toys: https://streamable.com/fnrmf Not accurate, but fast. So, to sim on simple proxy meshes and then use those to drive complex meshes. Now, today I was going through this tentacle setup, that is using curves: https://streamable.com/sqssf And basically I wanted the curves to collide with each other and with obstacles, so I made them Wire Objects, pinned the first point and setup a ground and an obstacle. But the results were not very inspiring (black: sim, yellow: parametric anim). What I basically want is the sim to look like the anim, but when there's a collision, to solve it, while still trying to keep up with the anim afterwards. I tried to use the "Glue Wire to Animation" from the shelf and select some points, but apparently when it's glued it follows 100% and so the results are weird. I was more looking for the curve to bump on the obstacle but still follow through to the other side and eventually catch up with the anim pose: Maybe I shouldn't be using DOP or gravity at all... There are a number of sim systems in Houdini and I would like to know where I should be digging to attain this sort of cheap&fast effect, not just for this particular problem but for overall situations where there's a strong parametric element to the animation and one wants to enrich it with sim calculations that adhere to the parametric anim, not just an initial pose. Thanks CurveSimWebr.7z
  6. PolyPathFrame

    Here's an application of PolyPathTangent. Getting an updated edge normal for a closed polygon: Scene: http://jmp.sh/9k2rO1T Here's a silly application of PolyPathFrame. Dropped some curves and set up a model-able rig: Cheers
  7. PolyPathFrame

    Houdini Digital Asset to generate Reference Frames on a polygonal curve. https://www.orbolt.com/asset/prb::PolyPathFrame::1.0 Cheers
  8. PolyPathFrame

    Just the Tangent but with more options Cheers
  9. HDA | MatrixDisplay

    Houdini Digital Asset to visualize arrays of matrices attributes. https://www.orbolt.com/asset/prb::MatrixDisplay::1.0 Cheers
  10. Ok, here's the how I went about it to avoid burdening the UI. In a wrangle inside the Asset I check if the attribute exists with the same name as the parameter in the UI, and if not I create it with the UI value: float attrib = ch(“attrib”) ; // UI value variable from a spare input in the wrangle SOP. if(! hasprimattrib(0, “hda_attrib”)) f@hda_attrib = attrib ; // If the attribute doesn't exist, it's created and the UI value assigned to it. or if I just need the variable: float attrib = ch("attrib") ; if( hasprimattrib(0, "hda_attrib")) attrib = prim(0, "hda_attrib", @primnum ) ; Might not be very pretty to create/rename/copy attributes before the HDA, but since they share the UI parameter name it's straight forward enough, while allowing neat extra control. Cheers
  11. Scene file attached with a example case(Normal Displacement)where the problem is presented in 3 columns: left: Just HDA with single input value driving all points. center: Attempt to use a random value attribute @foo to drive each point. Failing. right: HDA exploded with @foo driving each point. Working as intended. I inputing @foo and `point(0, "foo", @ptnum)` in the HDA parameter but it didn't work. So what's the best way to set up HDA parameters to also be driven by a per point attribute? Thanks should look like this with the random value point attribute. AttribDriveParameter.hiplc
  12. run code: https://repl.it/repls/JaggedAgileMilkweedbug I ask of this to facilitate the overload of solutions with more broad usage. Thanks
  13. I got some answers at sideFX forums and here I explain my questioning a bit more. Basically: Is it possible to drive a single SOP float parameter with a geometry attribute? So far seems like the one way to go about it is to have an extra sting parameter to name the attribute... Cheers
  14. Fixed scene file. Typed "Embeded" instead of "Embedded" in the HDA path >_>
  15. I missed Tansform By Attribute SOP Cheers
  16. Transform SOP allows one to transform geo and at the same time its attributes according to their typeinfo (point, vector, normal). This field controls it: - How to batch transform attributes? - How to filter them in the same manner Transform SOP does? Cheers
  17. Icecream Cone HDA

    Stuff like thise while not groudbreaking it's what makes me happy to be in Houdini, to just be able to break a goal down into steps and "rig it". I've done that a while back in LW, where if I wanted to changed something afterwards... good luck... ehehe Good show!
  18. The solution I went with was: Assign a Material Builder to a group of polygons and set 0 on "Cf" and "Af". Cheers
  19. Trying to replicate something I'm used to do in LightWave, where I can in the material settings say that I want the material's alpha value to be a certain color. This is useful to get masks of polygons occluded by other polygons. I'm wondering how to get similar thing in Mantra within the same OBJ, either material based or primitive group based. Thanks
  20. Multiple Curve Extrusions with UVs

    Conclusion:
  21. Multiple Curve Extrusions with UVs

    This is a bit long winded, but I could not get proper proportional UVs, by using a UV Texture SOP on Sweep'ed NURBS surface. So I had to generate UVs for both the path and the profile and then combine them after. Let me know how you did the caps Cheers
  22. Skin multiple profiles on multiple paths

    I'll try to generate paths from the profiles that might help Cheers
  23. I'm using Skin because Sweep output doesn't respond well to multiple profiles and in Skin there's options to deal with it. But I've noticed that Skin doesn't respond well to multiple paths unlike Sweep's output. My question is; while I was able to tackle this with a For Each block running on the paths prims, is there a better way to do it that I might be missing? Scene file attached. SkinTwoPathsTwoProfiles.hiplc
  24. There's two things I want to file RFEs for but I wanted to check first with others in case I'm missing something: Video: https://streamable.com/mohpe TL;DW - Differently shaded backfaces. I would appreciate being able to discern the side of a polygon without having to "Remove backfaces". Polygon normals help but are too faint and not practical to always have on. - Consistent orientation. Turn ON "Remove backfaces" and check for example the Circle SOP both as Primitive and Polygon, the normals don't match. For people that use double sided meshes regardless this is irrelevant but since Circle,Grid, Font, etc are all primitive building blocks used in all sorts of setups I think it's reasonable to expect consistent orientation across them. Specially when one is forced to micromanage setups that rely on normals to account for the differences. X+ Y+ Z+ seem to be good standard orientations. Let me know Cheers
  25. Skin multiple profiles on multiple paths

    Thanks Noobini. I did miss the option in the Sweep SOP: "Cycle type", which will help when there's more than one profile. Another reason I am using Skin over Sweep is also to make a compilable alternative of Sweep that creates caps . So I'm reconstructing the operation. Cheers
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