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Ronald Ruiz

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Ronald Ruiz last won the day on April 13

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About Ronald Ruiz

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    Ronald Ruiz
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    Lima Peru
  1. Hi! check out my scene file. I created a procedural way of do some parent/child relationships between pieces(prims) at sop level, and also per prim transformations of course. You'll be able to create your own rules for the transformation point position, transform operations and hierarchies description. Here is the link and a Video in which I tried to explain some of the features that it has, pardon my poor english and have fun! Scene File: https://gum.co/polyops Good Luck!
  2. Gracias Alejandro! He revisado muuuuchos de los hilos en los que participaste y aprendí mucho de las demos compartidas, la comunidad de Houdini es genial! Vengo del 3ds Max y me estoy adaptando al Houdini desde hace varios meses(ya voy agarrandole maña) así que tus palabras de aliento ayudan mucho. Un par de retoques más al sistema y compartiré el file en otro hilo. Saludos.
  3. Thank you, my brain is bigger now . Solved scale too, so now it's time to rest. I guess I have to make a special case for that scenario(the perfect cancel of rotations) I'll think about that tomorrow.
  4. This thing don't leave me sleep!! I found a really useful demo file of an unfold system on vimeo https://vimeo.com/147216148 He uses a totally different approach for applying the transforms but I borrowed some of his code and cleaned up mine, I still have the same polygon that doesn't follow but now I have an attribute for controlling the angle per transform point. Really useful code So check this last file pleeeease. PolyTransforms_packedPrims.hip
  5. Hi Tomas, I ordered a lot of things in my list and nodes in general so I'll decided to share the whole thing, the idea was to build a cool HDA from it and share but then problems emerged so you saved me a lot of headaches . Now the new little issue, if you check the file there is 1 single transform that doesn't follow (but it has parent) the pointNumber of it is "n-1", I already solved it with a dirty trick, all I had to do is rotate that single transform by the same amount (I used the point number and an if block to only rotate that point by the same angle value) But I can't understand why it is happening, I think I kinda understand your notes so maybe you can share some thoughts on that. tha parenting part of the system is in the red netbox. And again thanks Tomas you already did a lot. I haven't try a Scale Operation for the transforms, probable there is gonna be a few surprises, I'll try that tomorrow. EDIT: I uploaded another File!
  6. God! Thank you so much, I couldn't sleep, this thing has haunted me for a whole day, this forum is awesome. I'm in debt, if for some reason you come to Peru I'll take you to a good place near the airport for a meal of some good ceviche and other peruvian flavors
  7. Hi! This is like a mixture of rigging and effects. I'm trying to add some cool dynamic parenting behavior to a working system that I have (the inputs from the locked null) but I hit a wall and I can't figure out how to solve my problem with all the attribs that I have (I created custom attribs for the Transforms). The problem is that I cant get the parenting to work with my current logic, I failed I used a dirty trick that gives me what I want but its just for that geometry with that size and distribution, so yeah its not really useful but at least it gave me a clue, but I'm still lost. Maybe some magician can help me out with this! Thanks! I'll share the file. PolyTransforms_Problem.hip
  8. Vex Volume Procedural Grid Rez

    Thank you! Finally I got the details that I wanted from the Vex Volume . Now, I wanted to be cool guy and used the "Vex Voume Procedural" and "CVEX Shader" VOP nodes from the new MAT Context, It works but saddly I can't use the "CVEX Shader" in the "Volume VOP" Vex Source option, It's reserved only for SHOPs :(, that thing is really useful cause you can check a rough preview of your volume, So I went back to the SHOPs context and It's nodes, hopefully this will be updated in the future.
  9. Vex Volume Procedural Grid Rez

    Hi! I've found many examples with volumes using this render approach, but there is somthing I'm missing out. How does this VEX Procedural Volume gets its divSize/resolution? I've seen the "octree" option but it's another thing (An optimization for getting less render time) So how does this volume define it's grid resolution? I'm just curious!! Thanks.
  10. Hi, here are a couple of screen showing the problem. Maybe there is another way of importing or recreating this "Visualization" Geometry from the constraints. *Looking good * *Wrong *
  11. Hi! This is what I did: I made a cool sim with wires and constraints, it works all fine but I decided that I wanted those colored polylines that are drawn by the sim for the constraints. So I created another geo node and object merged the "Visualization" geo from the Constraints Network, It worked! but with a little problem, If I scrub through the animation timeline sometimes I get the "static" state of the constraints, this can be solved If I just scrub a little more near the frame that has the problem, sadly it happens again in another frame (randomly) I guess that my trick is a little dirty and Houdini doesn't like it. Is there anyway I can import this visualization geo as seen inside the DOP Network? Here is my file, It's a little messy (weird experimentation) so sorry for that. Just Press Play and you should see the problem. DynamicWireConstraints_personal.hipnc Houdini 16.5 NC
  12. Hi! Ok here is the thing, I understand almost everything about the file BUT there is a thing that is driving me crazy and is happening in the "SOP Solver" inside the DOP Network, there is a merging sop using the constraints from the previous frame and adding new ones that are created by the distance between the points of the wires, the weird thing is that there is no accumulation of constraints happening, what I expected from this merging is that the constraints number will increase over time but for some reason they are deleted and recalculated in the next frame. So I tried a few thing with the file and found that if I "by pass" the wrangle node that animates the "pin" constraints things go as I expected (constraints accumulate over time and the for that reason the sim slowdown) WHY!! Even if didn't bypass the node and only change the range in the fit operation calculated in the wrangle from (... 1,0) to (... 0,0) making it "0" all the time killing the animation the sim work as before and deletes the constraints (no accumulation) but if I delete the whole fit operation and replace it with a value of "0" directly the expected accumulation goes on (you can check this if you run the sim being inside the SOP Solver). So maybe someone can help me to understand why this is happening, I think the Accumulation of Constraints prims is the correct behavior (at least is what I expected) but the sim runs smoothly if the constraints dissapear so... WHY Here is the example File (I modified it a little bit: Geo name and a red sticky next to the node you want to bypass) HOUDINI NC 16.5 Wire_constraint_network_v02_modified.hipnc
  13. Quick update: Ok a function I didn't know about called "uvsample" was really promising sadly It makes the position jump and it seems that it is not getting what I expected (for some reason the uv coord : 0,0,1 doesn't go to the corresponding point pos defined with the seams) I'll share the file. UV_sample_Test.hipnc
  14. Hi! I'm bumping this thread. I come from 3ds max + TP and it offers something called "Surface Position", It does what Emmanuel already described. Now in houdini I faced the same problems, I'm really thankful that he provided this clever way to go around it. He uses attribute transfer to do the interpolation stuff for the xyxPos and promoted UVs from vertex to Points but this will cause problems on the seams and the way it is interpolating positions could cause some problems also. Maybe someone has an alternative or new ideas to this, I was thinking in a way of getting the prim number and then get and interpolation for the uvPrim, both from the UV attrib in the vertices(vertex already now to witch prim they come from so I have to ask for this index with UVs that are close the the value I'll input), maybe I'll hit a wall again, don't know.
  15. POPs: pre solve vs post Solve

    Hi! This is me trying to understand the popSolver in houdini. What is the difference between this two inputs and why they are both wired like that by the shelf (Check the attached image) The particles seems to do the same thing if I rewired as I showed in the second network and they don't do anything at all with the 3rd one. Also why is the wire dotted between the popsource and the popstream, They only work together is both inputs (pre and post) are wired like that. Thanks and pardon my English :$