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-HEAVY-

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About -HEAVY-

  • Rank
    Peon

Personal Information

  • Name
    Master
  • Location
    Hardcore City Berlin, Germany
  • Interests
    Maya, Houdini, VfX
  1. duplicate objects with vex

    Greate, thx a lot. I really have to dive into Performance Monitor. heavy likes heavy Tests
  2. 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..?
  3. 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.
  4. 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
  5. 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.
  6. 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..
  7. 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...
  8. 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?
  9. 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?
  10. 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
  11. 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
  12. Cloth to FEM - Plastic Deformation

    Hello Friends, can somebody guide me how to do plastic deformation and metalbending? at the moment i am doing the Car Crash Tutorial from Digital Logic VFX on youtube but its based on the old Cloth Solver and i think the workflow for such an effect has drasticly changed in H14 and 15. so what is the way to do effects like crushing a soda can or doing car crash deformation with the FEM Solver - how does transfering painted attributes work and simulating low res tets and transfer the deformation on a more detailed modell? best regards de heavy
  13. SOP Anim Keyframes to DOPS

    is there a way to use keyframes or animation from SOP level transforms to be taken over by an RBD Sim ? i have attached a file to show the difference when going through the help and my way.... thx de Heavy keys_to_DOP.hipnc
  14. Yeah that helped a bit, thx Skybar. I see the dilemma and I was to lazy to check the calculation by myself - and i thought when the value is calculated, and then added to tx it should move this many units. now what i was mistaken is that the transform node does not keep the values from the frame before. the "new" SOLVER node seems to be good for that, but not reverse compatible so maybe chops is better - but I have not used chops for now so I take a few examples first.
  15. Does nobody have an Idea? ...or a hint to use speedvalues for animation? i am open for any workarounds.
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