Jump to content

Marcola

Members
  • Content count

    43
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

6 Neutral

About Marcola

  • Rank
    Peon

Personal Information

  • Name
    Marcola
  1. Sine waves color

    Oh man! The master himself! Matt, thank you so much for the amazing material that you posted a few weeks ago in your website. Learning a lot with it! Some challenging exercises but i suppose that programming is supposed to make people think smart before implementing it. We should have a section in the odforce forum dedicated to the Joy of Vex. I bet that a lot of people have questions about the exercises. Thanks for your help on my question. "Lerp" is a good friend. Cheers.
  2. Sine waves color

    Alright, will try switching the P for Cd. The @Cd.z, in my mind, was because every value under 50 grey i wanted colored, as i used the fit function from 0 to 1. Probably, that is not the best approach for the problem but somewhat, it works.
  3. Sine waves color

    Ok, thanks for the info again. It makes sense. What i meant by saying "fade color" is a color transition that is not jagged, like the attached img. I can change one ring color but not the second.
  4. Sine waves color

    Thanks for your reply Noobini. I also tried the if statement but as you can see the float fade color is lost when the if statement is applied. I keep getting a warning sign in Houdini stating that i should cast the line where the if sits. I tried casting it but i still couldn't get a smooth color as the original black and white rings, if that makes sense. SideFX, would be very nice if you guys implement in H17 a better debugging system other than very basic error messages. People want to learn VEX and Houdini is awesome!
  5. Sine waves color

    Hi, I have a very basic question. I have a black and white sine wave function applied to a grid and i would like to change the color of each ring (black and white). How can i achieve that? Attached is the file i'm talking about. Thanks! VEX_SineWaves_ODF.hipnc
  6. Houdini asset not updating

    Ok, thanks for the explanation about the asset manager! Much appreciated. I'll pay attention to path directory before trying to edit the .hda again, hopefully it will work. Thanks!
  7. Ink FX

    Thanks eetu, awesome material on the page!
  8. Houdini asset not updating

    Hi LaidlawFX, Thanks for the suggestion! I'll definitely try what you hvae said and let you know, i suspect that because i didn't create a project folder the file path is not being found. I have access to the folder where the file is saved and i created only one .hda file which is the one that works perfectly in Maya but i cannot edit it. Regarding the asset manager, sorry for my lack of knowledge but does it mean to have an asset embedded in the asset manager? Cheers, Marcos
  9. Spyrogif

    Nice man! Houdini's learning curve is quite steep but definitely worth it. Great work, keep them coming!
  10. Droid WIP

    Hi everybody, Wanted to share the latest experiment and say that Houdini is absolutely a fun piece of software to work with. Nothing in this project is final yet. Cheers.
  11. Hello all, I have a question that apparently has been asked a few times in here and in the side fx forums but i still couldn't find the answer that i'm looking for and maybe some expert can help. So, i created an asset in houdini to use in Maya through the "houdini engine" plugin and it works perfectly, Side FX nailed the connection between the softwares. However, after closing Houdini, turning the machine off, going home, comeback to work and turn everything on again, it seems that i lost the ability to edit the asset throught the "type properties" window. First, the "type properties" window doesn't accept anything that i drag and drop in it. Second, even if i manually create parameters in the window, nothing is saved. Does anyone know if i can edit an asset after the Houdini scene is closed? If so, what would be the procedure? I'm using Houdini 16.5.405. Any help would be appreciated. Thanks!
  12. Hi all, After researching for some days, apparently there is no way to export Houdini transform handles into Maya through the digital asset (correct me if i'm wrong). So one way i found to do this would be through the Maya connection editor between a locator and the Houdini asset. So, in Houdini i have a grid and a sphere and the sphere is controlling the grid extrusion by its position and scale attribute. It is a very simple setup with attribute transfer to test in Maya and everything is working fine except one thing. My goal is to control the sphere inside Maya with the traditional "transform handle" so i can control where the extrusion on the grid is happening by moving the handle instead of typing numbers. Once i imported the asset in Maya, i could attach the locator transform handle to the whole asset using the connection editor however, i cannot see the sphere transform node parameter from Houdini in the connection editor, only the main translation parameter that controls the whole asset. After that, the result that i got so far is the locator translation handle transforming the whole asset and not only the sphere inside the asset and therefore, i cannot move the extrusion around. That said, in this case, does anyone know how to connect the sphere transform parameters to the locator handle in Maya through the connection editor so i could control the extrusion on the grid? Any info would be appreciated. Thanks
  13. Hi @mestela, this solution is great! Would you mind explaining, how come creating an inside surface, blasting them and removing the shared edges end up outputting only the voronoi edges? I'm trying to understand the logic behind it as the topology of the previous node (grid) is combined with the newly created voronoi edges and i would like to get the idea about how your procedure removes the previous topology but keeps the voronoi edges. Thanks!
  14. Differential Erosion / Melting simulation

    A possible approach would be to convert the mesh to volume fog vdb, apply any noise you like to it and convert it back to mesh.
  15. Crease and or Subdivide attribute

    I just figured it out. Adding a crease sop in the end enabled the attribute created in the wrangle sop and i could finally use the sphere to manipulate the crease smoothness. Cheers all.
×