MENOZ

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ilmenoz

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• Name
Andrea
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London
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animation, fx
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1. Re-running / Re-cooking a wrangle to aquire data

you can try the unload flag perhaps.
2. Posterize Time on a cache.

try to put this in the timeshift node int(\$FF/6)*6 the sequence will be 0, 6, 12, 18...
3. Black bugs in Reflection

I think it is because the bump produces a normal in some parts which points backward to the object itself. So when mantra is trying to calculate the reflection is looking back into the object and returns black. Not sure where the black color is coming from though, if it's because it actually samples something black, samples the infinite, the inside of the object, some parts not shaded.. don't know. just to make it clearer, if you were using displacement those parts would be facing away from camera and you won't see them. You can put P and N from the compute displacement into the P and N of the displacement output node in your shader, and disconnect the normal from the surface model.
4. Recreate arc curve from two circles

I would start by thinkng in geometric terms about the shape you want to achieve. For example if you visually connect the center of the circles you see that the imaginary line cuts the circles when they touch, and at those points the red dotted profile you want to obtain changes its concavity. The top and bottom circles touch (and don't intersect) the side circles 2 times (one for each circle). This means also that they have the same tangent at those points, so the center of the top circle should be in the intersection of the normals of the side circles at those points of contact. You could choose 2 points on the side circles and find the radius and the center of the top circle with some algebra and trig. Also if you follow the red profile and analyse the concavity you see that it's always concave-covex-concave-covex... you never have a concave-concave for example, so this pattern could help maybe to choose which part of the circle to keep once you find a way to split it in 2 parts. Oh yes and each circle is divided in 2 parts, one that forms the part of the profile, and one that has to be deleted. The way I would boil down this problem would be: having circles where they need to be, find cut points, keep only parts of the circle i need. And then back again, what kind of control I want for this setup? how easy is for example to find intersection points and deciding which part to blast ,compared to generating the geometry point by poiint via vex, or deforming something else into that shape maybe? Sorry it's a bit of rambling, not really a solution, but this is how I usually approach these kind of problems, trying to see a pattern or a feature that I can take advantage of, and see what tools gives me the closest solution to this "attack point". hope it helps... anyway i'm pretty sure i have seen some example file here on odforce for this. There was also a website where a motion graphic artist were making lots of tests with this kind of patterns, they were interactive "things" on the browser and you could see the code he used and play around with the controls he exposed. Maybe someone else here knows what i'm talking about.
5. London Flatshare

https://www.spareroom.co.uk/ Take a look here, a part from that you can ask HR if they are aware if someone in the studio is coming or leaving his flat, it might be that the studio has an intranet where they share these kind of info.
6. VDB Fails To Convert L-System Gnarly Tree?

it's because you have open surfaces, try to create a vdb from a tube with no caps, it doesn't work. you need really low res for vdb to fill holes. you need to work a bit on the tree geometry to clean it and close it. booleans might help.
7. [SOLVED] Right way to skin a tree

you could generate the final shape with uvs first, then modify that geometry, moving the points around and blasting and fading in parts of geomety as it grows. you could use the l system (which I don't like to use because it's not intuitive to use especially if other people needs to use the setup or modify it, and the same thing can be accomplished with other methods) to drive some attributes on the final geometry that you'll deform / fade. if the l system grows and change the position of the branches over time, which I guess happens, you should try to separate the growth process from the deformation.
8. Houdini 17 Wishlist

i'd like to have a way to scroll the menus with mouse wheel or arrows or maybe middle click somehow, instead of having to open the menu every time.
9. Booleanl a very compex Model - Workflow

you could use volume break as well if you need to cut geometry.
10. get @group from selection, not point number

IT WORKS!! I missed that select groups or connected geometry on the bar on the top. thank you!
11. get @group from selection, not point number

that's exactly what I want. I tried again, and this works only if i make my selection though the box, If I select from the viewport directly It gives me points, even with that filter active. let me try the latest version..
12. get @group from selection, not point number

Well, the hip file is meant as an example to show the use of the pattern in the group field. What I want is that when I delete a pattern of points of prims specified in the "group and attribute list" box, it will use that syntax in the group field of the blast node. I am using the blast example, but can be really any operation. Anyway if you change the point order or number after the Id is created you can still blast the same points with the pattern without doing anything. that's the idea of having an Id. I'll submit this as RFE to sidefx, as it seems there is no way of doing what I want out of the box. maybe in H16!
13. get @group from selection, not point number

let's try with an hip example file that shows the 2 ways i am referring to. I am referring to using a pattern in the group field of a node, it's pretty useful! read in the second half of the page, where it talks about patterns. http://www.sidefx.com/docs/houdini/model/groups basicBlast.hip
14. get @group from selection, not point number

i just want that when i delete something from the viewport, instead of using the point number, it uses the syntax @attribute=10 for example, and not just the points numbers, because those can change.
15. get @group from selection, not point number

I don't want to blast some points in the group. I want to blast the entire group, but i want the string filter to blast it, not the point list. when i write @myattribute=15 in the blast node group field, it deletes all the points that have "myattribute" = to 15. which is what i want. If i open the "group and attribute list", the box in the viewport, I can type the same thing or just the name of the attribute, @myattribute, and it will divide every different value for my attribute in a separate "virtual" group. I can then do my selection based on this filtering, and in the right click menu I see "copy group name", which is the value of my attribute, but i can only copy one by one, not the whole current selction. That list is what i need. There's another entry in the right click menu, "copy selection as string", which returns me the list of point numbers from the current group selection. I would like something that returns me the filtered attribute (@myattribute), and the list of the selected groups. something like @myattribute=10,15,80 Another example could be, when I import an alembic geometry and I want to clean and separate some parts by the path attribute( by its original hierarchy) to keep it procedural, I usually do @path=*Leg in a blast node. But I don't always know what is the path of all the parts, and i don't really care. I could just select them in viewport, blast and keep working. But i want to put in the blast the @path=.... or i will loose the procedurality. So I always have to blast and isolate what i need first, then go in the spreadsheet to find out what is the path string value I need, and use that to write my expression in the blast node. I think it's an info that is already there, but there's no a direct way to access it, or I can't find it.
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