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acey195 last won the day on September 18 2017

acey195 had the most liked content!

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About acey195

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  1. New Year / New Showreel

    No Problem! yeah much better I would say, its still very flashy, probably not great for people affected by that, but at least now you can see from the start that you know what you are doing. So its not being mistaken for someone just making some frames in rudimentary image software as a joke
  2. New Year / New Showreel

    A lot of very cool stuff on your reel Not sure about your logo at the beginning and the end though, flashy raw rgb colors do feel very 90ies, especially at the start. Since it takes a little bit of time before the actual reel starts and I can imagine some people not seeing how you used that "ironically" and that would make you run a small risk of them turning off the video before it gets to all the good stuff. Later on in the video I would say its fine, as the bars match the video content so that's not too distracting. I admit being a bit hypocritical with my way-out-date/style website , still have to do that too at some point..
  3. I didn't say the solution would be perfect :P.. that said, you could convert every edge to a primitive (using the carve sop with internal breakpoints for example) after that you would be able to use an intersection analysis node and remove every primitive that has more than 1 intersection, to get rid of the edges marked by noobini.
  4. you can also promote all the primitive attributes to point attributes (after using a fuse set to unique), use: //run over primitives int pt = addpoint(0, primpoint(0, @primnum, 0)); setpointattrib(0, "P", pt, v@P);//set the point location to the center primitives this way the point should inherit at least all point attribs from the source. you also may want to try the "compute dual" function on a divide SOP to create lines between the prim centroids.
  5. you can use an up (vector) attribute as well ;), just point it in the direction that is up, for instance {0,1,0} for the world up
  6. Voxelised Fluid

    I'm guessing that is part of the aesthetic? looks cool
  7. in the transfer attributes table you can put stuff like "* ^up ^N" that should transfer everything except the ones prefaced with a ^ character
  8. @numpt vs npoints (VEX vs Hscript)

    @numpt is only available for the first input of the node, but there is alos a npoints(x) function in vex , where x is the input number. @ptnum%(@numpt-1)<1 does the following: it returns either 0 or 1, as at the end the left part is compared to smaller than 1 % (modulo) just returns the rest value of a fraction example: 0%3 returns 0 1%3 returns 1 2%3 returns 2 3%3 returns 0 4%3 returns 1 5%3 returns 2 etc. so @ptnum%(@numpt-1) basically returns the point number, as it will never be higher than total amount of points. so from the top of my head, that line only returns 1, if the pointnumber is 0
  9. H16.5 Smooth UVs in boundary edges

    The standard smooth sop has a dropdown menu in which you can specify what kinds of borders should be constrained. if the uvsmooth doesn't have that same dropdown, you may be able to use a standard smooth sop instead.
  10. Understanding Ray VEX

    for the intersect function, the last 2 parameters are output parameter you initialize them beforehand and the intersect function will overwrite them, in this case with the position, for "vector &p", where the ray hit (or the "orig" position if it did not hit anything) "vector uvw&" returns the intrinisic uv of the position on the primitive (i@hitPrim) you could use this together with the primuv() function basically whenever there is a & in a function param, thats a way the docs try to tell you its an output parameter. Hope that helps!
  11. Houdini 17 Wishlist

    I respectfully disagree with that. (and agree with the documentation) Have you tried both H16 and 16.5? In 16.5 the tab menu is more specific with looping types, such as adding "foreach connectivity" its also unfair to compare it to copy stamping, compared to the old foreach subnetwork, its just worlds better: its faster, more stable, more difficult to make mistakes and easier to debug as well, with the new single pass option. and like the documentation also points out: "The stamp expression function is the ultimate spooky action at a distance." http://www.sidefx.com/docs/houdini/model/compile
  12. In general you can go quite far without difficult maths in FX some stuff you should ideally be familiar with: basic arithmetic basic trigonometry (cos, tan, sin) how dot and cross products work, or at least how to use them, combined with trigonometry. some basic understanding of physics, mainly Newtonian (gravity, objects in rest vs moving, etc.)
  13. there is an actual vex function for this http://www.sidefx.com/docs/houdini16.0/vex/functions/getbbox_center you can give it a group as input. running the following code in a wrangle (Run Over: Detail (only once)) string grps[] = detailintrinsic(0, "primitivegroups"); foreach(string grp; grps) { int groupCenterPt = addpoint(0,getbbox_center(0, grp)); } should do the trick for you
  14. addpoint, add attributes

    Also if you use: int np = addpoint(0, @ptnum); the new point will inherit all attributes (including position) and groups from the source point. Edit: also note that fencer's code will only work in Houdini 15 (or maybe 16) or later
  15. In general I would try to avoid the usage of H-expressions, and would use primitive cost attributes to guide your pathfinder. To make best use of this, you want your input grid to be open primitives (one primitive for every connection, rather than a normal quad grid) but once you have that, you can combine however many constraints into this cost attribute, using wrangles for instance. Another approach you could use is using the surface primitives/ edges to avoid, in the third tab, to (un)group connections that are too steep.