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About kustaa

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    helsinki finland

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  1. Hi Oli, How about using deform cop? That should be able to do pixel displacement. cheers, Kustaa
  2. thats true, on top of being multithreaded im sure that the pc functions are slightly more efficient than my approach =)
  3. Ive been using pythonSop to generate geometry. for connecting every point to each other(limited with maxDist) would be something like this in pythonSop: geo = hou.pwd().geometry() maxDist = 5.0 points = geo.points() pointNum = 0 for p1 in points: for p2 in points: if p1.number() != p2.number(): if p2.number() >= pointNum: pos1 = p1.position() pos2 = p2.position() line = pos1 - pos2 length = line.length() if length < maxDist: poly = geo.createPolygon() poly.setIsClosed(False) posMid = (pos1+pos2)*0.5 iter = 0.0 for pos in pos1, posMid, pos2: point = geo.createPoint() point.setPosition(pos) poly.addVertex(point) iter += 1 pointNum = pointNum+1 Kustaa
  4. its a wild guess but if your artifacts are about the size of your pixel filter it might be that your shader is returning some wild numbers or not a numbers at all. and this tiny displacement is causing them on edges of the object. what rgb values you have on your artifacts? K
  5. hi Macha, the only way ive been able to create nonuniform buoyancy direction is to build your own buoyancy force. i did it with gasfieldVop. basically just reading the temperature and using that as a driver on your custom direction. you can also check this preview once vimeo is done with the conversion http://www.vimeo.com/21916443 cheers, Kustaa fluidsRadialBouyancy_02.hipnc
  6. hi Joe, i didnt know if you wanted to have volumetric goals inside your deforming mesh or just the surface. so i chose the more intresting challenge =) attached there is a volumetric goal setup. i start from the source geo(non deformed). -on one stream(goal) i store restPosition for each surface vertex.. deform.. scatter points to volume.. transfer the restP from surface vertices to volume scattered points(i used a pointcloud in vop approach for sake of speed. it would be more precise with attrTransferNode but its also quite much slower). - on the other stream(particles) i scatter points to volume, store restP, emit particles once from each point, in vopPop i use pointcloud(the goal points) to look up the worldPosition based on the restP. from that i calculate the force. theres also goalOffset attribute on each particle so that each particle dont follow exactly the goal point. with this approach you can have different number of points on goalPoints and particles. you should keep the isoOffset rez in goal points fairly low cos it needs to be calculated for each deformed frame. and also you can keep the amount of goal points fairly low to keep the pc calculations fast. right now theres no force for the surface avoidance that i had in my previous setup. but ill post an update for that force aswell once i get back to my other desk. Kustaa volumeGoal.hipnc
  7. sounds good, ill try to make it! Kustaa
  8. thanks for the reply Pencha! on my foreach approach my main problem is the deleting of points before saving to file. lets say i have 200000 points and i want to split them in 20 files. i have to delete 190000 points to be able to save those 10000 points to file. and i have to repeat this twenty times. it would be nice to be able to save a point group to disk without needing to delete the rest of the points. i hope HDK is not the only option.. any ideas? cheers Kustaa
  9. hi, i want to split my points in sop context to multiple groups and store each group as a separate file. my first try was with forEachSop. inside it i make a group of points, delete others and store the result with file node. this worked ok but it gets really slow when i have lots of points and many iterations on forEach. not very efficient approach. i was hoping to write a vexsop that would split the points in groups and store them with pcwrite function. but it seems that pcwrite doesnt work on sop context(even though houdini manual says it would). is there some other way to write on file in vex? or maybe theres a function in HOM that i could use for writing to .pc/.bgeo file? cheers, Kustaa
  10. thanks Thomas! exactly what i need. i noticed that i can also create two volume primitives, one with scalar and one with vector and then merge them. cheers Kustaa
  11. hi, at SOP level im modifying my volume density with volume vop. i would also need to output a custom vector attribute(volumetric data) from volume vop that i could use in my volume shader. how do i add new attribute on top of the regular density in volume vop? cheers, Kustaa
  12. hi, if you dont want to use the built in life variance in the source pop and u want to base the randomness on $ID u can use age node after the source and apply it only on birth group. Kustaa
  13. hey, i gave it a go with sdfs and voppops. first im checking the TX TY TZ from source points and using those as goal values on voppop. in the same voppop i push the particles away from the blocking geo(sdf). the sdf force could be improved a lot but maybe it gives u a starting point. Kustaa goalparts.hipnc