Jump to content

-HEAVY-

Members
  • Content count

    55
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

1 Neutral

About -HEAVY-

  • Rank
    Peon

Personal Information

  • Name
    Master
  • Location
    Hardcore City Berlin, Germany
  • Interests
    Maya, Houdini, VfX
  1. VEX - create primitives from arrayvalues

    so know that it works I have different primitives how do I access those primpoints separatly for shifting them around etc. ? ahh never mind i use the primnumber
  2. VEX - create primitives from arrayvalues

    yeah thx again, I read a lot at the moment and try and type and script and so on. I watch Entagma and read through Tokeru and others - but it seems that I missed that one. Ohh and i found the line that "explains" the use of the set attribute - i really didnt get it before (around an hour or so).
  3. VEX - create primitives from arrayvalues

    thx Konstantin, I thought it is that easy did i miss the part in the help files or from where should one know this?
  4. Hey Folks, I wrap my head around this and cant find any solution can somebody explain me why this is not working and how I can get it to work ? // roomsizes vector zim3 = {5.25, 2.50, 3.82}; vector zim2 = {3.65, 2.50, 3.90}; vector zim1 = {3.65, 2.50, 2.82}; vector kueche = {2.50, 2.50, 3.82}; vector bad = {2.83, 2.50, 3.74}; vector flur = {1.50, 2.50, 5.71}; vector aRaum = {1.50, 2.50, 0.96}; // create Rooms // create _LivingRoom int pos0 = addpoint(0, {-(zim3.x*0.5), 0, -(zim3.z*0.5)}); int pos1 = addpoint(0, {(zim3.x*0.5), 0, -(zim3.x*0.5)}); int pos2 = addpoint(0, {(zim3.x*0.5), 0, (zim3.z*0.5)}); int pos3 = addpoint(0, {-(zim3.x*0.5), 0, (zim3.z*0.5)}); int roomPrim0 = addprim(0, "poly"); int vert0 = addvertex(0, roomPrim0, pos0); int vert1 = addvertex(0, roomPrim0, pos1); int vert2 = addvertex(0, roomPrim0, pos2); int vert3 = addvertex(0, roomPrim0, pos3); seems very simple but I miss something... and yes i am running in Detail mode thx deHeavy
  5. duplicate objects with vex

    Greate, thx a lot. I really have to dive into Performance Monitor. heavy likes heavy Tests
  6. duplicate objects with vex

    Yeah, as i said, i got the point. Its a waste of time and resources with not much flexibility. Its better to vex the point and use copys or instances. How do you measure all that performance, I dont belive you take a stopclock for that..?
  7. duplicate objects with vex

    thx f1480187 for the effort, but seems a bit overkill to me. Konstantin over at Sesi-Forum provided me with a much slicker version. vector offset = chv("offset"); int copies = chi("Copies"); int prim_pts[] = primpoints(0, @primnum); for (int i = 0; i < copies; i++) { int add_prim = addprim(0, "poly"); foreach(int pt; prim_pts) { vector pt_pos = point(0, "P", pt); vector offset_Mult = offset * (i + 1); int add_pt = addpoint(0, pt_pos + offset_Mult); addvertex(0, add_prim, add_pt); } } but yes i think doing all that create prim, foreach point in prim - create points, create vertex , is maybe a bit much when it comes to bigger scenes.
  8. duplicate objects with vex

    VEX is relativly nu to me, even when I am familiar with mel and some other programming languages. So be Patient with me and dont make it to complicated At the moment I am creating a brickwall with a few for each Loops and I thought, hey those simple transformations can even be done in a wrangle. but all those point creation and create geometry with vex tutorials doesn't take into account when there is an incoming prim or box that should only be transformed - so i am more confused now. can somebody give me a short forloop example to move and duplicate a box, when the box is piped into the wrangle? thx deHeavy
  9. Most of the objects are pencils, different size and a few bunch of other office products. so i have to stamp to a switch anyway and then maybe resort. but these bounding box and relax concept seems good on first sight and i can generate attribute based on size or room they need.
  10. Thx Atom, i have not read the full post, but i checked the file. it seems that he pScaled one object so there is no overlapping. but what when the objects are final from modelling department and could not be scaled.. so i think i need to read the bounds of the different objects and then feed it in somewhere..
  11. How can i measure the bounding box or distance between copys with different scales, so they don't overlap when copied to points or particles? and if i use a particle system how can i feed that data to the particle system so the particles have enough room inbetween so the copys don't interact...
  12. Cloth to FEM - Plastic Deformation

    Are there any updates on this? I am planning to try a carcrash next and thought i check the possibilities first. So any updates on plastic deformation, metal bending?
  13. Cloth to FEM - Plastic Deformation

    Hey Juraj, thx for taking a look - do you looked at my file too and can tell me if it matches your setup or even has correct setup?
  14. Cloth to FEM - Plastic Deformation

    So and here, this is what I did with the painted Cloth i think Cloth is the better way for me at the moment, but i really would like to know how to implement rest update via SOPSolver.... as you see i cheat a bit by massivly increasing the dumping after contact - so the deformation doesnt exflate back to the original shape. ... and so it feels a bit like cheating.... FEM_test_CLOTH_painted.hipnc
  15. Cloth to FEM - Plastic Deformation

    thx for the help Farmfield and Hello Juraj thx for joining in. i tried your code and I like the idea of comparing the volume but i dont got it to work correctly i have the Multiplier set to very small something and most of the time everything is exploding. or the object is shrinking first.... so unexpectied things happen... i put the file here so you may have a look when you have the time. i got much better results by easily painting shapestiffness but ist very hard to get the right values. FEM_test_with_REST_jurajtomori.hipnc
×