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MENOZ

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MENOZ last won the day on September 26 2011

MENOZ had the most liked content!

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About MENOZ

  • Rank
    Illusionist

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  • Skype
    ilmenoz

Personal Information

  • Name
    Andrea
  • Location
    London
  • Interests
    animation, fx
    https://vimeo.com/menoz/videos
  1. There are a bunch of others videos on youtube, even tutorials on how scanimate is working.
  2. feedback loop in COPS

    same here, it seems loop cop doesn't like vop filter nodes. If you use a color correct node for example it works. Also, I was trying to access the iteration number with the local var $AI but it seems it always returns zero.
  3. render wireframe with wren and apply glow and fx in post isn't a better option? https://www.redgiant.com/universe-tools/vhs/ https://www.redgiant.com/universe/universe-tools/
  4. Hello, here is my reasoning. Maybe you should think if you want to get an open shape or watertight. If you want watertight polyfill should just fill all borders as it does by default. if you want to get an open shape and close only what we humans perceive as holes, maybe you can do it thinking in terms of area. So in your example you might want to exclude the larger area. Perimeter is not valid in my opinion because you can have a very complex hole with a huge perimeter, enclosed by a square. Area makes intuitively more sense to me. The way I did is polyfill all, isolate the new polygons, find the larger chunk of polygons and remove it, merge it with original shape. I'd like to see better ways to do this, I feel I used too many nodes to find what I needed. polyfill_Menoz.hipnc
  5. you can try the unload flag perhaps.
  6. 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...
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. you could use volume break as well if you need to cut geometry.
  14. IT WORKS!! I missed that select groups or connected geometry on the bar on the top. thank you!
  15. 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..
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