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About DeeLan

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    Dylan Smith
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  1. Hey Guys, I'm looking to do some basic shape instancing in COPs. I was hoping to be able to build similar functionality to the "Tile Sampler" and "Tile Generator" nodes in Substance Designer. I thought a loop might be the way to go but so far I've just been getting errors. Anyone have any tips for going about this?
  2. Substance SHOP to Material

    Damn that sucks. I guess we just have to sit and wait for this new VOP that Algorithmic is supposedly going to make.
  3. Substance SHOP to Material

    Hey Guys, I'm playing around in with the Substance Plugin in Houdini. I really want to do some Material Blending, but the Substance Plugin is only available in SHOPs, and I can't quite figure out how to get it into a Material at all. Does anyone know of a way of getting the Substance Shop into a Material Builder? Or any other way of getting a "Layer" out of it so that I can plug in into a Layer Mix?
  4. Hey Guys, I'm currently doing a project on Procedural Art, techniques, workflows, how to integrate with more traditional "hand crafted" methods etc etc. Part of the project is discussing the history and future of it. I've found a ton of articles on the History of procedural level design, but what I really need (and what I'm struggling to find) is stuff on the history of procedural Modelling and Texturing, particularly for film (though I won't scoff at anything about games haha). If you guys have any articles or papers or anything that relate even vaguely to this area, I'd love to take a look
  5. Hey guys. I need to be able to the names of all the channels that exist on a particular CHOP into a string parameter field (as shown below). There is a VEX Function called "chnames" which gets me the names but then I don't know what to do with it. I've promoted the names to a clip attribute but I have absolutely no idea how to access said attribute in an expression. So my two ideas are either to... 1) Stick with the Clip Attribute and somehow reference that in an expression OR 2) Somehow execute the "chnames" VEX function in an expression/parameter field (which I don't even think is possible but putting it out there just in case) If anyone knows how to do either of these things or has another method that'd work please let me know. I'm about to explode from the frustration of trying to figure this out!
  6. @j00ey thats perfect! It doesn't at all have to be in a wrangle. I just tend to default to solving problems with VEX but in this case your method is exactly what I need! I'm gonna guess that channel data vs metadata is like the "P" attribute vs every other possible point attribute. One's the default attribute that exists and is used on every single point/channel, the others are just extras we can use. I think part of the problem I was having is the mode that the wrangle is set two. Definitely something to look into (also some more documentation would be nice haha).
  7. Hey Guys. I've import some midi files into chops. Each time a key is pressed, it creates a flat peak, and then goes down to zero. So basically I've got a bunch of channels with localised plateau peaks. What I want to do is essentially extend the tops of these peaks until a new plateau is reached, at which point I will extend that plateau out the the next one, and so on. I've gone ahead and done this in SOPs to illustrate what I'm trying to do (cause that explanation above likely made no sense). The pseudo code for what I want to do is: maxVal = value of sample0; foreach sample (excluding 0){ curVal = the value of the current sample; if curVal is equal to 0{ Current Sample Value is set to the maxVal; } else { maxVal is set to the curVal; } } This is the logic I followed in SOPs and it worked perfectly. However I cannot figure out how to do the same thing in CHOPs. My problems are two fold. 1) I can't figure out how to set the value of samples that are NOT the current one being iterated on. The way I've found so far to set sample values is using the global variable V. I tried to do it using the 'chsetattr' function, but either it doesn't set sample values or "V" is not the right attribute to use (and I can't find the correct one). Also tried setting a sample attribute on one wrangle, then on another (with iterate set to channels and samples) set "V" to the value of the attribute. Also didn't work. 2) So far I have found no way of only executing the code once (such as in a detail wrangle, which is what I used for the SOPs example). I thought setting the wrangle to iterate by "Over Channels" would do the trick, as the documentation says, "Runs the snippet one time per channel with the I variable set to zero." but in this this post Guillaume points out that this isn't the case. And even if it was I still would be in trouble because that mode does allow setting "V" or channel data. 2.5) On that note, whats the difference between channel data and attributes? One can be written the other can't. I thought attributes were just data stored on the geo (or in this case channel). Not sure why CHOPs is suddenly making a distinction. So to summarise, I need to find a way to set the values of individual samples and I need a way of executing a CHOP wrangle once per channel (like a detail wrangle in SOPs).
  8. Cloth arbitrary vel field

    @soomld would you happen to have an example scene for this? Or even a screen shot? I've been try to do exactly that all day but I've either been getting errors or just nothing.
  9. Hey Everyone. I've got a layered material. At the moment I've got the two blended materials embedded directly into the layer material (as shown by the pictures below). Instead of this what I want is something that will let me specify a path to an existing material (essentially how the "Object Merge" node works, but for materials). I tried simply promoting the layer inputs of the layer mix to parameters, but they only allowed me to connect materials via the plugs. No option to specify a path. Does any know how to do this?
  10. Voxelised Fluid

    Cheers guys! And yeah, the I reduced the framerate in an attempt to stylise it a bit more
  11. Voxelised Fluid

    Did this to test out a method for voxelisation that I had come up with. Quite happy with it!
  12. Voxelisation Effect

    @Noobini That does fix the geo but it takes so long (or at least did on my laptop) that it almost negates the speed boost in rendering. @Skybar Thanks for the tip. I'll try that out!
  13. Voxelisation Effect

    That was the method I used to use but I found render times where way higher than I would have liked, half due to having so much geo (6 prims per "voxel") and half due to so much overlapping geo. I did try a few things to clean the geo, which did work (and helped render times) but those processes were so slow the whole thing ended up taking just as long anyway. I only went to the trouble of doing it this way cos I just wanted everything to be faster.
  14. Voxelisation Effect

    Playing around with 'voxelisation' (don't know if there's a better term for it). Tried a few things but I found this setup to be the best method so far. It reasonably simple, and also produces good geo while still being relatively fast. Suggestions for improvements are welcome voxelisation_v002.hipnc