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galagast

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Everything posted by galagast

  1. Dynamics on growing curves

    I experimented with another method. The basic idea was to rebuild the curves and physically add anchor points. So far, this is what I ended up with: I used the file from your 2nd post. The only odd thing I'm noticing is that it seems to simulate much slower for some reason. I'll try and troubleshoot the next time I have time to sit on this. Houdini Indie 16.0.745 - dynamic_tree_grow_help_02_jeff.zip
  2. Deleting Pieces of Geometry Vex

    Hi, I looked into your sample file, hopefully the attached hip file is something close to what you were after. Basically, you would need to use length(@v) to get the speed, and not use @v.y You could also remap that to a value or color (for visualization), then use that to control the smoke emission strength. Houdini 16.0.731 Apprentice - delete_geo_v2.zip
  3. I have an alpha rendering question.

    That is odd, it seems to only show the black mattes over the fluid. Did you also try connecting it to the opacity output?
  4. Smallest-circle problem to bound points?

    @pusat That is cool! Learned quite a few new tricks from that HDA. Thank you! @probiner Interestingly, this problem can really be tricky, the wiki entry proposed some solutions of varying accurateness. Most of which goes way over my head. Anyways, thank you for the link. I used the python code from that website and added additional code to process and create the circle. Everything is now inside a single Python SOP. Here's the latest result: PRB_Bound_Sphere_v3.zip Although, it currently expects a flattened n-gon, I didn't include an automatic way to transform it flat on the XZ plane (Animatrix's MinimumCircle SOP seems to have one).
  5. Smallest-circle problem to bound points?

    I also got something close, but I highly doubt that this approach is recommendable.. It involves scattering more points to the polygon. PRB_Bound_Sphere_v2.zip I'm also curious about this as well. I would like to try and play around this a bit more later when I have time.
  6. Rendering light & shadow

    Haha yes, I suppose I was complicating the initial question, my apologies. Normally, as Dave mentioned, you would have to render it out in separate passes. One for the light, and for the shadows, and a beauty pass, possibly with matte objects. Fencer's file is doing just that (except for the beauty pass still showing the ground geometry.. which can easily be turned into a matte object). If you can download H16, you'd best check out his file
  7. Rendering light & shadow

    Hi, here's the same setup in H15.5.717 - light_shad_only_H15.5.zip
  8. Peeling Effect Houdini 16

    1. Disabled "Collide within object" in Collisions tab of the Cloth Object as it was taking too long to calculate. 2. Disabled the "Enable Fracturing" since the setup seems to be depending on the pintoanimation attribute to detach pieces. 3. Disabled "Tearing", same reason as #2. 4. I adjusted the Point Vop inside the Sop Solver. The Fit node inside is not set up correctly, the srcmax should be the one that is exposed to control the distance threshold from the animated Add Sop used to trigger detachment. * The Fit VOP, whenever connected to a Ramp Parameter, should ideally always have a destmin and destmax of 0, and 1 accordingly. * I forgot to re-attached the Turbnoise VOP. I detached it as I was just checking out the setup.. you may re-connect is as before for added variation. 5. Lastly, I adjusted the Add Sop point animation to just fit the temporary geometry the I created (the subdivided box with moving noise). I think that is all that I updated, plus the spelling correction you already found.
  9. I updated it a bit since you wanted to still have control for the thickness scale: Houdini 16.0.731 Indie - extrude_falloff_2b.zip
  10. Peeling Effect Houdini 16

    Hi I had a quick look at your scene.. I'm not really sure the setup is intended for actual peeling, it looks more like some sort of per-primitive-detachment setup. Inside the Sop Solver, a wrangle was setting the pintoanimation attribute, but it was misspelled. I also did a few tweaks to the scene because the original geometry (arm_anim) was not included in the hip file you posted. Is this close to what you were after? Houdini 16.0.731 Indie - shot_48_02_B.zip
  11. It's a bit of a hack, but this might work: Houdini 16.0.731 Indie - extrude_falloff_2.zip I created two poly extrude states set to 0 and 1 thickness scale. Then use a wrangle to lerp the point positions based on the color.x amount.
  12. Rendering light & shadow

    I'm not sure if this is the proper way to do this. Only works with Raytracing. VIEWPORT: RENDER: MATERIAL: (for the ground object) FILE: Houdini 16.0.731 Indie - light_shad_only.zip
  13. IK Animation Layer?

    I got something close. The idea came from discovering (from another thread) that there is an Agent Clip Layer DOP, and it has a blend mode setting called Additive. Here's an excerpt from the docs: It turns out I just simply needed to "Add" to the values. In my example above, the rig_IK just needs to be stretched out. IK Layer2.zip
  14. IK Animation Layer?

    I would like to do some minor corrections to an existing mocap animation. Ideally, it would be much easier to use an IK rig to do the tweaking. I've attached a simple sample file. It contains the ff: 1. rig_anim: Contains an animated set of bones (as mocap animation). 2. rig_IK: Contains an IKFK rig, currently set to the desired adjusted position. 3. rig_main: The main rig which would theoretically inherit the combination of rig_anim and rig_IK. For now, I tried using CHOPs to get the animation data from both the rig_anim and rig_Ik, then use blending/compositing of channels to get the desired effect. The closest I got is 50% from both (rig_main in green above), it is not entirely working like a full correction/adjustment layer.. what could I be missing? ik_layer.zip
  15. U coordinate on closed prim

    No worries, I tried to have go at it in VEX, but I'm not entirely sure if the results are correct or accurate. In the attached file, as it turns out, the initial SOPs method (in red) I suggested does seem to appear incorrect when laid out as a straight line. The VEX method (in green) seems to visually appear more correct. Compare the points 4 to 8.. If I turn off the Closed toggle of the Curve SOP, the RED line will match the GREEN line. Have a look at the setup, and see if it anywhere near the direction you wanted. u_coord2.hiplc - H16.0.689 Indie My head is kinda twirling at the moment, I may need to sleep this through for now :)) Cheers! Jeff
  16. U coordinate on closed prim

    Hi, would a non-vex approach fit your needs? 1. Convert SOP: Convert to Nurbs; U Order 2. 2. UV Texture SOP: Type Arc Length; Attrib as Point. 3. Use the resulting uv.x point attribute. u_coord.hiplc - H16.0.689 Indie
  17. Negative Zero

    I'm ran into an issue where: I have a default resampled Line. Calculated Normals using PolyFrame set to First Edge. @N: { 0,-1, 0 } Reversed the Normals using Facet. @N: {-0, 1,-0 } Scattered points, inheriting Normals. @N: { 0, 1, 0 } Finally used a wrangle to check if Normals == {0,1,0} The results were a bit random. Sometime it is true, sometimes it is false. I did find a couple of solutions to work around this for what I was doing, but I believe something in this simple sequence of nodes is not doing its job properly. I just wanted to hear your thoughts about this before (or even if I needed to) send this as a bug. Thanks! negative_zero.hiplc - H16.0.600 Indie
  18. Loading an Image at Point

    Are you maybe able to do simple copy stamping on a switch node? (Use the Copy [Stamp] SOPs, and check out the stamp() hscript function)
  19. Floating Parameters Dialog

    Hi, Anyone knows how to use python or hscript to open a floating parameters window for a node? This is the option that can be found on the RMB menu of a node. Closest functionality that I found was to use something along the lines of the example the I found in the docs on creating a floating panetab: def openParmPane(node): '''Open a floating parameter pane for a particular node.''' pane_tab = hou.ui.curDesktop().createFloatingPaneTab(hou.paneTabType.Parm) pane_tab.setCurrentNode(node) pane_tab.setPin(True) return pane_tab Although for what I want, the above code may be usable. One minor gripe is that this is not the same floating window as the one from the RMB->Parameters and Channels->Parameters.. menu item of a node.
  20. Floating Parameters Dialog

    This was a bug, ID = 82496 and was fixed in 16.0.598 But the two suggested methods above works like a charm! Exactly what I was looking for. Thanks guys! I was also able to send an RFE for a direct python way to create the dialog. ID = 82519
  21. (novice) node name length

    Hey Jim, any chance you may have accidentally adjusted the Network View Display Options? Press "D" over a Network View and check out the slider for Maximum Node Name Width. That might be it Mine by default is set all the way to the right.
  22. Flip pouring into closed container?

    Although I'm still hoping that there should still be a much simpler setup.. If only there was a way to avoid setting up multiple volumes, and just use the existing collision volumes. Then continue with the attribute approach to set a particle as colliding / not colliding. Need more time to experiment with this! hehe
  23. Flip pouring into closed container?

    I tried a couple of things, but in the end, it still had a bit of an effect to the fluid whenever it passes through the collision. I've only minimized the effect.. check the file out to see if it is something highly noticeable. changes/notes: Removed the Fluid Source at the SOPs level because particles are the only ones needed in the setup. Removed the Threshold Collision Weights DOP as the Flip Solver was already doing the same internally (albeit on a different sequence). I increased the Gas Particle to Field -> Max Extrapolate Cells, in the hopes to extend where the cWeight gets applied. H16.0.557 Indie - collisionWeights_v001_jlim_fill_test2.zip
  24. Flip pouring into closed container?

    @WhyGee: any chance you could post a sample file? I'm curious why it does that.
  25. Flip pouring into closed container?

    Heya Atom, This is honestly the first time I tried looking into what the divergence field does. I've been seeing it before but never bothered using it. Thanks to you, I know now what it actually does I adjusted the scene, hopefully it is what you were after, notes are below: You added a source volume that should pipe in a divergence field, but your volume path is pointing to "/obj/geo1/OUT_source". This source (from Alejandro's setup) does not contain volumes, it only has particles. So the effect is that no divergence data is being written to the divergence field of the sim. You could probably create a new Fluid Source SOP to generate a proper volume for the divergence field, then source it afterwards. Or, in the hip file setup attached below, I simply added a @divergence attribute to the particles and used the Flip Solver's "Divergence by Attribute". So far, the sim does seem to spread out a bit more after adding the divergence. I hope this helps! H16.0.557 Indie - ap_collisionWeights_v001_jlim_2.zip
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