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Everything posted by mestela

  1. Stereoscopic cameras from scratch

    Stereo panos only really work if you look flat at the horizon. As you look straight down or straight up the left/right separation is broken, because the stereo shift you apply at the horizon can be seen at the poles as a 'twist'. Most stereo pano cameras allow you to fade out this twist at the poles, so essentially looking straight up and straight down the pano is mono. More info here, scroll down to 'pole merging': http://pedrofe.com/oculus-camera/
  2. Stereoscopic cameras from scratch

    Our stereo panos tend to be that; keep one eye as-is, shift the other. Apart from the usual reducing stereo towards the top and bottom of the pano, we didn't do any other tricks.
  3. gone. you've learned the hard way, NEVER render anything valuable to mplay (or any ram player for that matter), always render to an image sequence on disk.
  4. Arnesen Cubes in Houdini

    Great tutorial, super clean and concise, cheers for making that!
  5. create rig from RBD objects

    Pretty sure one of the game shelf buttons do that.
  6. Or use cracktransform. http://www.sidefx.com/docs/houdini/vex/functions/cracktransform
  7. oflow will generate vectors per channel of your volume, I've found it cleaner and faster to just use alpha (so convert your image to luminance for example, and copy to A), then you get clean vectors to push to dops or whatever. optical_flow_flip.hipnc
  8. Cool! Be curious to see what you came up with; despite myself I played with detecting the line breaks in vex for another 2 hours past my bedtime, it actually got worse by the end of those 2 hours. *time passes as I look at the setup* Ah jeez, thats such a simple fix, I was waaay overcomplicating it.
  9. No magic tricks from me I'm afraid. I assume Houdini is relying on the font itself to work out the vertical separation, but doesn't expose that in any way. Thinking out loud, You could maybe calculate it yourself. The textindex attribute jumps where there's a new line, so you could get the first character of the first line, the first character of the second, then measure the distance from the bottom of the first to the top of the second. That seems a bit loose though; if you wanted to guarantee where the first char of each line is, you could get the text from the font sop text parm directly, split on the '\n', and go from there. Just proving to myself that its possible in python (and cos its late and I shouldn't go any further with this tonight...) >>> p = hou.parm('/obj/geo1/font1/text') >>> p.eval() 'line 1\nline2'
  10. Clean Growth PolyWires, Tutorials?

    Not exactly the same, but might give you some clues. curl_lines.hip
  11. Wire Sim with Changing Point Count Source

    ha, hardly, i randomly push buttons and hassle others who actually know stuff, i have no deep insights into anything.
  12. Wire Sim with Changing Point Count Source

    I've messed around with this occasionally, never got it working. Would love to know if there's an answer too!
  13. Reducing Stretch and Bounce in Grain Ropes

    Apart from upping the number of iterations on the grain pop, I've found there's not much you can do. Faking ropes/cloth with constrained grains is a neat trick, but I keep my expectations very low. If the movement looks good, and is fast to sim, great, but if you want something more than the default bacon solver look, especially if you want to drive it with physically plausible settings, then you're back to rbd or wires. Oh, should say that 'upping the iterations' means going silly high, like from the default of 10 to 100 or 200 to minimize stretching. If your sim can use opencl it can still solve pretty quickly.
  14. Here, its basically the same idea as the curve unroll thing I posted here a few days ago. The idea is to move each segment to the origin, rotate by the accumulated rotations up to the current point, put back to the accumulated rotated positions (full credit goes to another odforce post on this sort of rotation trick I stumbled upon) rotate_vex.hip
  15. 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
  16. 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
  17. 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
  18. 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.
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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