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kni8_2k

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About kni8_2k

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  1. https://www.engadget.com/2017/03/16/declassified-nuclear-test-videos-youtube/
  2. Ahh yes, Thanks Francis ! I will actually be going 3 feet into the ground and using a concrete pour to make it all very sturdy !! https://www.lowes.com/projects/lawn-and-garden/setting-a-post-with-concrete/project
  3. Here is the final layout. I will have rails around the slide platform... I may add that in houdini later but for now I just want to move ahead with building this. Constructive criticism is very welcome.
  4. So They'ev just added a way to paint in Destinations in VR. this gave me a an opportunity to sketch out some parts I wanted to add. Its crude, but it makes communicating with my dad in toronto much easier when I can just draw for him what I want to or he can tell me what I should change. BTW, If there is anyone here who has some ideas on other additions that they think would be fun to the playground, I'm totally open to suggestions. :-) Extracted my materials list so far. This is though creating a digital asset for the Wood type that tracks a name, w, h, and d. plus a copy number. Wood Length Inches Quantity w1x2 x 26 crosspost 8 w4x2 x 25 crosslvl2 21 w4x2 x 31 crosslvl2 18 w4x2 x 37 roofa 2 w4x2 x 41 roofb 2 w4x2 x 68 roofa 2 w4x2 x 92 roofb 2 w4x1 x 25 window_sill 1 w4x2 x 12 swingsup 1 w4x2 x 33 crosspost 3 w4x2 x 37 crosspost 2 w4x2 x 94 crosspost 2 w4x4 x 25 crosspost 4 w4x4 x 31 crosspost 4 w4x4 x 53 crosspost 1 w4x4 x 69 crosspost 4 w4x4 x 148 post 8 w4x4 x 108 swing_support 2 w6x2 x 81 crossbar 2 w6x1 x 8 crossbar 13 w6x1 x 28 wallslvl2 12 w6x1 x 34 wallslvl2 9 w6x1 x 60 lvla_wall 23 w6x1 x 61 wallslvl2 17 w6x1 x 35 slidedeck 6 w6x4 x 144 SwingBeam 1
  5. Things are going pretty slow, Our newborn does not like to sleep... :-) That being said I've been playing around with some photogrametry and getting the structure into Destinations for VR Playtesting before I do much more work to it. My daughter had a chance to see in VR and she was super excited, asked me to lift her slowly so she can pretend climb the wall :-p now that I got in VR, I am glad I went the houdini route I've already made some changes to the structure based on my dad and I walking through it in VR. He lives in Toronto, Canada. I'm in Seattle. Here are some resources I have been looking at : Houdini stuff I'm pretty familiar with so these are everything but : Photogrametry capture : I used Reality Capture on steam for converting my photos. took me about 3 tries to get the right ammount of photos for a minimal build. My focus is the playouse so this is as far as I took it. This is the most complete tutorial I found on the net, feel free to send me other ones if you see them: Steam Destinations workshop tools : https://developer.valvesoftware.com/wiki/Destinations
  6. Hi All, I wanted to build a new playset for my daughter in our backyard. but before I do, I decided to use this as an opportunity to try something new out. the project will be in done in 3 major steps, 1: Build procedural Playset in Houdini- in a way that I can extract a Cut list from the final project. 2: Put it in Vr through out the Project as to evaluate and share it with family as the project progresses. This includes the user of Photogrametry and non Houdini applications to get the the playground in the right environment. 3: Actually build the damn thing in the back yard. here is a sketch I'm starting with : I will be updating this as I make more progress.
  7. I may be doing something really stupid here, but I can't seem to understand why. The problem : When I use the Wedge rop, I think I am over rendering, as in rendering the same data multiple times. I've created an example with some simple captures : Its a simple geometry rop which moves the geo around. The Wedge rop changes a transform x paramter When rendering a two frames sequence. IN THE Course of writing this post, I solved the problem. If you look at the attached hip file, the problem should still be there. If you unplug the geometry rop from the wedge rop and specify the output driver instead the problem doesn't happen. seems to repeat the operation multiple times when doing the nodes are plugged into each other. Cheers, test_wedge.hip
  8. and the file. example_test_001_foreach_sol.hip
  9. Here is a quick solution using a for each loop and some custom parameters.
  10. Hey Melazoma, I was just reading a post that could help you out: http://forums.odforce.net/topic/2541-extract-sop-animation-to-object-level/ so to apply this to your problem, you should separate the two wheels into their own objects. as one wheal may be going up while the other is going down. Unless you want to treat the whole bike as a single transformation in which case you can just duplicate what is in the attached scene in this post.
  11. Thanks Ryew, but using radius does not update the shape node of the guide geometry. Which I guess is a different bug.
  12. Hi there I'm using the pop axis force but would like to use the VEXpresions to set radius and other parameters. but I can't access the shape parameters like radius and height. I think because these parameters are the actual shape parameters and not the per particle parameters that can be changed, but I'm not sure. Just that the ui is quite confusuing due to the location of the vexpressions dialogue. thanks for you help in advance. Ali popaxisforce.hip
  13. HAH ! glad I could finally help, I'm usually looking to you guys for help ! I'll try to get the tip on that page. cheers,
  14. The problem : Give the user the ability to pick a sop from an otl to use as the basis of instancing. Allow the user to also put expressions in the path I was looking through the forum at various ways to solve this problem, and what came up most was the evals(chsraw("../somenode..")) method. now perhaps my implementation was wrong, but it seemed like I could not get this expression working if it was a straight string that pointed at a sop, but it worked if my otl level path was something like : Worked : "/obj/firehydrant_"+($PT%2+1) Did Not Work : /obj/firehydrant I could get it working for either method but not both. The Solution was to create a switch node and use the following expression in it : if(opexist(chs("../regular_path/instancepath")), 1, 2) I added an empty add node to it, as a trick to keep the switch from erroring out. What the expression does is just look at the path and see if it can find the sop (is it a direct path) if it can't it assumes that the input is an expression and tries the 3rd input which evaluates the path with : evals(chsraw("../instanced_Geo")) If I am doing this wrong, please let me know. If this help then I am glad I shared it. Cheers, Ali
  15. I think the Delete nodes Slowness has dwindled with the onset of 12.x versions. I use to use copy instead of delete for primitives as it was much faster. now its pretty much the same.