Jump to content

Marcola

Members
  • Content count

    30
  • Joined

  • Last visited

Community Reputation

2 Neutral

About Marcola

  • Rank
    Peon

Personal Information

  • Name
    Marcola
  1. 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.
  2. 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.
  3. Crease and or Subdivide attribute

    Hi magic fellas, I have a question regarding how to control extrusion and crease smoothness using another geo or vertex paint in an efficient way. So i have a grid with every other face extruded and i'm using the subdivide sop to smooth the whole thing. However, i would like to transfer attributes from a geo or even vertex color (paint) to drive the subdivision and the smoothness of the crease on half of the grid. So my goal is to have the geo or vert paint driving the grid smoothness, half of it with smooth but sharper edges and the other half with really smooth edges. Does anyone knows a good approach for this? Attached is an image of what i could accomplish so far. Any thoughts would be appreciated.
  4. Fabric Engine no longer being developed

    it is Autodesk....how nobody thought about it. The richest company in the 3D industry.
  5. Hi master ods, Fairly simple question. I have a hex grid and i'm using an extruded shape from illustrator to drive the extrusion on the grid cells. After creating the pscale attribute on both grid and geo, i added a polyextrude node and everything looks fine. However, the grid cells are only been extruded where the geo outline is and not in the area within the geo. That said, does anyone know how to extrude the the grid cells where the other geometry area is? I mean not only the outline but extrude the cells inside the geo region? Any help would be appreciated.
  6. It is definitely working! I'm studying Houdini everyday and it is one of the coolest things that i have ever seen in 3D for the last 10 years but definitely presents a steep learning curve which is ok. So, i have another question. I'm trying a different approach for the hex to tri grid, having your insight in mind, and it seems that something is not working as expected. Of course... I built a grid with reverse triangles, transformed it and scaled it like you did, used the "delete" node in order to have a squared grid, and then created a vertex attribute using the "crease" sop and an "offscale" attribute using attribute wrangle for the grid and a sphere that i will use to drive the change. I attached an image showing the implementation and also the scene file. That "offscale" attribute will drive the offset parameter from the "polybevel" sop. However, the "polybevel" sop requires a vertex attribute which was created using the "crease" sop. When i try to transfer the attributes from the sphere to the grid, nothing happens. That said, is it possible to have the same result presented by you but using the "create attribute" method where i create an attribute on a secondary geo that is recognizable by the first geo? Man, this looks like a silly question but it is the way that i found to ask it.... Hex_to_Tri_Grid.hiplc
  7. Hey f1480187, Fantastic. Great solution and the best part, it is a fast one to process. Thank you very much for sharing! By the way, that diffusion reaction solution that you wrote is amazing. I've been dissecting it and it looks sharp. One more quick question, how do you go about translating these visuals found in nature into coding, or maybe i should say, 3d models? I understand the scientific papers analysis that some people do but do you go that deep or is it just years of experience commanding the machine?
  8. Hello all, Does anyone know how to transform a hexagon grid to a triangle grid but only on the areas where a, let's say, sphere is? I'm thinking about using a geo with attributes to drive the change on the hex grid. Almost like that simple definition found on mr #mestela wiki's page where the grid size changes according to where the sphere is but instead the change on the grid size i would like to change the grid "connectivity". Any help would be greatly appreciated.
  9. Copy geos on grid with random position and rotation

    Fantastic! It completely makes sense now, i didn't know about the need for the "aim" vector in case one wants to copy rotate properly. That is why the doubt with v@N... It is definitely easier to handle the equation with 2 vectors than with quaternion. Thanks very much for the explanation, acey195! Really clever solution for something that has been talked about in the forums for quite a while.
  10. Copy geos on grid with random position and rotation

    hey acey195, Your snippet worked perfectly! It is somewhat faster than the node compilation and it is really nice to have the explanation embedded on it. I understood most of it but if you don't mind, i have a few questions about your code and would like to get some info about it. For instance, this code line: v@N = {0, 0, 1}; I understand the v@up in Y as i want the rotation to happen in Y but how come a positive normal vector in Z if the modification is a rotation on the Y axis? And then this code line: v@N = v@N * rotationMatrix; This is multiplying the positive normal vector in Z with and empty matrix (indent()). Could you please explain this line? Once again, thank you for the help! Much appreciated.
  11. Copy geos on grid with random position and rotation

    Hey acey195, Thank you so much for the info. Researching the web, I've noticed that a lot of people are mentioning the aversion to the "copy stamp" node and instead showing preference for the "for each" and "for loop" nodes. When using the "copy stamp" node, i noticed that if i'm working on a point grid instead of a mesh grid, the transformation doesn't quite work as expected but as soon as i convert it to mesh, it works. Not as i expected though. Your point about rotating the points before copying the geos is exactly what i tried to do but rotating points using the standard grid in points mode and using the "copy stamp" has been a bit challenging. I'll definitely check the video that you sent and also your code. It looks really simple and it might perform way better than using the nodes. Appreciate your help. Best.
  12. Hello masters, I think i have a fairly easy question. I'm trying to copy 5 different geos (cube blocks) on mesh grid points in a way that the 5 geos occupy all the points randomly and also the Y rotation for each block is different in increment of 45 degrees angle from each other. I've been trying to lay a mesh grid, use sort, group expression and group combine to select random points and so far the block positioning work. However, i'd like to add more randomness as some of the cubes are positioned aside each other due to the sort node. Also, i'm not finding a solution to rotate the blocks in Y randomly in 45 degrees increments. Does anyone know how to do that? I attached the file that i've worked on. (i didn't attached the objs i've been using but consider them like a piramid, cone, torus or any other platonic. Any help is appreciated. Tiles_OdForce.hiplc
  13. Organic Modeling

    Yes, agree. It is kinda complicated at first...with my little knowledge in python i can understand some parts of the coding but far from comprehend the whole combined script. However, as you mentioned, wiring the whole thing up can be much easier to understand what is happening. I will follow your advice. Regarding the Houdini terms, noted. The letter "d" in the end makes a big difference (isosurface vs isosurfaced) Again, thank you so much for all the info and willingness to share your knowledge. It is been pure joy exploring 3D in Houdini, amazing piece of software.
  14. Organic Modeling

    f1480187 this is brilliant!! thank you for the guidance and for sharing, definitely a sharp solution for the question. I heard that the OpenCL implementation makes things really interesting in Houdini. The coding part in the hip file looks daunting but i will dive in it, have to get it! Cheers!
×