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Jesper Rahlff

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About Jesper Rahlff

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    https://www.artstation.com/artist/rahlff
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    Rahlff21

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  • Name
    Jesper
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    Vancouver

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  1. Calculating / matching orientation

    so basically if I understand you correctly you want the points from pointscloud a to be on top of the points from pointcloud b?
  2. Two 1070 or One 1080ti?

    the advantage of sli would be for multitasking purpose. You would then be able to assign which card ran which session of whatever software was open.
  3. RBD packed object not inheriting pscale attribute

    well, you could set the import style to "fetch packed geometry from dop network" and then set display as "centroid", that leaves you with the points containing all the attributes. Because the copytopoints main input (input 0 ) is your geo you want to copy then it does not move the packed geo data from your sim through the stream. however if you are passing on this scene to someone, the add node after you fetched the geo is easier to understand.
  4. RBD packed object not inheriting pscale attribute

    according to the help file, setting the import style "create points to represent" it only keeps the important attributes such as position, rotation, etc. So I would assume it removes all other. because if you look at the attributes your dopnet exports it does have pscale. so the problem lies with your dopimport.
  5. RBD packed object not inheriting pscale attribute

    well since they come out as packed why don't you just use an add sop with "delete geo but keep points". that way you have the points with the attributes and you can then copy your geo?
  6. Calculating / matching orientation

    do you have access to pointcloud B in houdini?
  7. RBD packed object not inheriting pscale attribute

    On your Dopimport node set the import style to "Fetch Geometry from DOP network" instead of "create points to represent objects". That way you don't need to copy the boxes back onto the points.
  8. Make individual object not receive shadows

    you can use the Shadow Mask option on your light.
  9. Simple project to learn Houdini

    you could take your position of origin (where you want to cast your ray from), and subtract that from your target position in an attributevop and then use a bind export node to export your newly crafted vector as an attribute. (lets for the sake of this example call that attribute myattrib). you then have quite a few options on how to get your origin point to the position of the intersection position. the most straight forward to understand I believe is using the Ray node. The Ray node takes points to ray and some collision geo to ray onto. you can then specify how is should find a direction to cast the ray, and because we created a vector named myattrib (which holds the distance and direction to your collision geo) I would suggest that you use that. if you wanna go the attribute wrangle way this would be a good place to start: because we have crafted a vector which we exported you can in an attribute wrangle do the following: v@P += @myattrib; hope this helps.
  10. I am again gonna refer to Matt (@mestela) brilliant site: http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex Here you can download his example files in both sops (most of the examples), Vops and Vex. Alll same results but different ways to do it.
  11. SideFx as catchyid is saying.Then I recommend to check out Matts website: http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex tons of good stuff there
  12. As far as I understand, to get the radius of a particle it will take the particle separation value and scale it with the particle radius scale. so if the particle separation is 0.1 and particle radius scale is 0.5 then the true radius of the particle is 0.1*0.5.
  13. Emit Coin Object and push them outward by new emitted coins

    have a look at Entegma and BW designs tutorials on object packing using the grains in a pop solver. I think that could be the answer you are looking for.
  14. Houdini 17 Wishlist

    is this not the Space + Z feature?
  15. Ha! You are absolutely right. The float Alpha declaration makes no difference in my example.. I was going for, as Adrianr is also explaning, visualizing that I am initializing an attribute even though it already exist. Not everyone knows that Alpha is a preexisting attribute and therefore I find it good practice to just initialize it. however if I should have initialized it properly it should have been initialized as a global attribute like this: float @Alpha = 1; This way I am forcing an override on the f@Alpha attribute, and I can then do my condition.
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