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mestela

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mestela last won the day on September 26

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About mestela

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    Houdini Master

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    matt
  1. Spiral Unrolling / Rolling Animation

    I'd looked at this problem a few weeks ago, got 90% the way there looking at some other odforce posts, this inspired me to finish it. The idea is to first calculate the angle between each curve segment, then apply it in a for each loop so each segment is rotated by the total of all the previous segment angles, at the correct pivot point. curve_unroll.hip
  2. Cool web! I put down a clean sop which usually is able to tidy up non manifold geo like this; the fuse was correct, but there was lots of doubled up edges which the clean removed. Re sim, I've used a grain setup, works pretty well. I've labelled most of the things, but let me know if any of it doesn't make sense. The main thing that threw it for a while was the scale, grain was behaving very strangely until I looked at the preferred grain scale size (around 0.1 for each grain), and they were all overlapping and confused. I scaled the entire web up 10x, twiddled some other numbers, much happier. spiderwebRnD_grain_sim.hip
  3. Map the audio spectrum onto a geometry

    This the sort of thing you're after? Just me fumbling around with chops nodes until it sorta looked interesting. The zip is a hip and .wav, the sound is a filter sweep from low to high to low again. spectrum.zip
  4. another exporting particles grains question

    does a clean scene, make a pig, shelf->grains->dry sand display properly? I've had a few cases where the sphere sprite gets borked, usually to do with alpha or errant attribs on points, but i can't remember specifics.
  5. Dynamics on growing curves

    Tricky problem! had a closer look into wires, ran into many dead ends there, went back to grains. This latest attempt I went back to the rope example from my wiki, and tried to repurpose it for your tree. It looks up the roots for each curve, and finds the closest other prim and corresponding uv point. In the sim I use that to lookup the correct P for that root, and snap it there. Doesn't look as nice as your second example (how are you doing that? would love to know!), but here's what I have anyway, might give you some ideas. tree_grain_grow_v05_ropegrain.hipnc -matt
  6. This might help: http://www.tokeru.com/cgwiki/index.php?title=ConstraintNetworks Basically your constraint points didn't match the names of the packed objects, so no constraints were made. I tweaked your setup so that the constraints polylines are made directly from the packed geo, so everything matches up. me_glue_cns_test.hipnc
  7. Tree and Foliage Tools

    Looks fantastic Matt! You might've seen these course notes from siggraph last year, lots of interesting stuff: http://web340.server8.webgo24.de/pirk_info/projects/plant_life/resources/Modeling_Plant_Life.pdf In particular Soeren Pirk's work: https://vimeo.com/user6602111/videos
  8. RBD fractured object orbit force

    Yep, you can just treat packed RBD as particles, all pop forces work with them. I've done a quick hack together of a packed RBD dops setup with @Farmfield's setup (sorry Farmfield), works great. spherical_force_rbd.hiplc
  9. RBD fractured object orbit force

    a pop axis force can do this, with a pop speed limit to keep it all balanced. rbd_orbit.hip
  10. Learning VEX via Animated Gifs - Bees & Bombs

    Cool to see this chat going on, cheers guys. Re the relationship between points/verts/prims, I go over that here: http://www.tokeru.com/cgwiki/index.php?title=Points_and_Verts_and_Prims
  11. Dynamics on growing curves

    I was playing today with an L-system tree and grains funnily enough, then read your post. Had a go at changing my setup to a simple grow anim (more just a scale up and bend really), kinda works. Give it a go with your setup: tree_grain_grow.hip
  12. using crowd system to create spaceships flying ?

    Sure? ¯\_(ツ)_/¯ Atom has played with crowds a bit, he'd be more likely to know.
  13. dr strange time slices effect

    Tried with a delay chop, its not quite the same, but gives the general idea (and its an incentive for you to get onto H16...) Set the mode to 'mix remainder with beginning', and use this expression in the delay1 parameter: ($C/$NC)*20 So that takes the current channel divided by the total number of channels, then multiplies that by 20. I blather on about this stuff here: http://www.tokeru.com/cgwiki/index.php?title=HoudiniChops
  14. dr strange time slices effect

    What's that old adage? "When all you know is a single chop trick, everything looks like that same single chop trick..." pig_timeslice.hip
  15. mandlebrot color issue

    A few different things you could try; in 2d you can store the number of iterations of the fractal function, and use that to drive a ramp. In 3d you're generating the surface where every voxel has the same value, so that wouldn't work (or there might be, but I haven't hit up any fractal forums). Instead I went 2 lazy methods. One is to just use the position relative to the bounding box of the shape. The other is to measure the curvature. In both cases I use that to drive a ramp, and in a third wrangle I use a mix of both. mandlebrot_016_col_me.hip
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