Jump to content

Search the Community

Showing results for tags 'vop'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 56 results

  1. Hey guys, it is possible to mirror noise within vops? Im trying to create some sort of fractal noise, for example on a grid of 4, having the same noise on each grid but flipped / mirrored. Thanks!
  2. Hello all, I'm modeling some tentacle creature and ran into a problem. I don't know how to stamp attribute into the VOP sop and use it to drive turbulent noise to randomise shapes for every copied tentacle. Then i want to copy that tactically geometry again and randomise tentacle shape and/or animation. I have tried to just bind stamp("../../copy" , "id", 0) into the vop and connect it to Offset of the Noise, but for some reason, Houdini just stuck in the loop. Please see .hip below. I feel like it is something obvious, but I cant see it. Please advice StampinVop.hip
  3. Volume mixing with VolumeVop

    Hello ! I made an explosion and I try to make it loop with Timeshift and volume mix nodes, Sadly I feels its too limited as the fading between the two volumes are quite obvious. Is there a way to mix volumes with a VolumeVOP ? The idea is to add simple 3d noise as the volume fade in and out. Thanks a lots
  4. Hi,I am working on crawling insects solver and actually i need your favour,there are some issues,actually particles leaving the surface after some level of accel...i dont understand why its happening... plz can u tell what i am doing wrong...and also any other suggestion is also welcomed...Thank you for your precious time PFA Nashrat Shahi test_v01.hip
  5. Hi guys, I was hoping someone might have a clue here...I have a vop with an object running over an rbd simulation to activate pieces, the only problem is they seem to be becoming inactive again after being activated. So the basic question here is if there is a way to fix an attribute once it reaches a number (in this case 1) so it cant change back to 0? Cheers!
  6. From SideFX' tutorials on UV Basics III, I understand that you can connect to an image brought in and edited in the /img context (via the null node, named OUT for example), and then reference it in other contexts, specifically the /mat context, via the syntax of op:/img/img1/OUT On the SideFX forums I got the suggestion of instead using op:/img/tex/OUT This is what I get. Actually, I get that whether I use “op:/img/tex/OUT” or the standard “op:/img/img1/OUT” Oddly, my material turns this light pink as opposed to the standard grey, either way, when I try to call in the texture from null node. I want to be able to edit my texture images with all kinds of colour corrections and procedural tools over in /img and then bring them in live into my shaders in /mat. What am I missing, or messing up?
  7. This is driving me crazy. Trying to get a simple colormap VOP example working. No errors but my image is not showing up mapped to my grid. Could any vexperts possibly have a look at my .hip? As good as the revised H16 documentation is, it could greatly benefit from actual downloadable .hip files! colorMap_VOP.hiplc
  8. Hey guys, I'm new into vop's and wonder why I dont get any result, when distort the nomals through an turbulent noise node? Is there any tutorial which covers the vop basics? Like what the colors mean and what datas need to flow through nodes to get results? Thank you for your help
  9. Hey guys, sorry for my english There is a way in Houdini to detect the collision and have a organic style deformation without dynamics to avoid the intersection of the meshes? I have some geometry groups (tentacles based on curves) in a single object, so, I thinks is possible with volumes and a vex expression with if and else, but I'm not so good with vex, i'm still learning. So, using a foreach loop , maybe converting the mesh into volumes and use a scatter to have the surface and inside points to detect their position, how can I import in a wrangle the groups and their points info to create this type of action? I know the message but i don't know how to write it, some ideas? Thank you
  10. wondering how to make a sphere move in spiral way in X,Z axis only , either starting form the middle and expanding outside or vice versa, so i can emit from it flip simulation
  11. Hi, I am looking for measuring volume by VEX and/or attributeVOP, instead of measureSOP node. Basically I have mega voronoi fracture model. After that, I want to apply for volume calculation with loop node and compile node. Key is that I cannot use hscript expression in measure>center with compile node. That's why I am looking for another method.
  12. Hi, i am trying to calculate angle and axis between two vectors, using the Align VOP.. I has an option to export 'Angle Axis' - its help card says: "This operator computes a matrix representing the rotation around the axes normal to two vectors (their cross product), by the angle which is between the two vectors. The resulting matrix maps the first vector onto the second. If both vectors have the same direction, the result will be an identity matrix. If the vectors are opposed, the rotation is undefined. This can also output a quaternion representation of the transformation rather than matrix." What does it mean? In the attached scene, i have an open circle which have some normals. Next i am trying to calculate the angle/axis between the normal an up vector, but the angles i get from the Align doesn't make any sense. Cheer -k angle.hipnc
  13. Hi there, I am trying to build a propagation driven blend / morph effect to change the look of a geometry. But I am already stuck by transfering the atrributes between the geo A and geo B. I managed to build a set up where I change the geometry by using a attribute vop and subtracting B minus A. Here come the BUTs couldn´t animate it by keyframing the Bias of a mix node. couldn´t use a propagation effect with scattert points In the second set up I tried to change the set up by using a scatter node insted of the normal geometry. It works but it seems that the point order isn´t the same and while changing the bias of the mix node all the points change it´s position?! In the scatter node I unchecked "Rondomize Point Order" but without any effect. I also tried to use set up with the change from lowres mesh to a highres mesh, but here I couldn´t get solution with the scattered point, because of the primitive Attribute node in the second Vop. I also tried to recreate it with point cloud node but failed as always. I am pretty new to Houdini and I know that I am missing a lot of foundation knowledge, it would be great if someone could give me a hint what I am doing wrong. Thanks and all the best Dennis 170422_position_transfer_001.hiplc
  14. First post, and pretty new to Houdini (coming from C4d). What I'd like to do is have a flat grid of polygons that are acting as "pixels" whose color is driven by an underlying image sequence. That much I have been able to figure out using a grid of points, and then mapping a simple 1x1 square per point. I've been able to get a color per copy based on an image sequence as well, using a vopsop. What I'd like to do, is for each copy, read the luminance or color value, and be able to map an image to certain ranges of luminance. (example: black - nothing, gray - small circle, white - big circle) What i've tried so far always maps the pixel image to the whole grid, and not to the individual square. Any direction would be wonderful!! I could be heading in the complete wrong direction with this. I'll attach my hip, but without the image sequence it'll be hard to see what's going on so far. I'll upload a video as well showing the basics of what's happening so far. Pixel Grid.hipnc example.mp4
  15. Hi everyone, trying to figure out how to randomise the number of iterations of a pc open in a vop node, based on a per point random the goal is to make variation in the speed of the propagation. I join a simple file, if somebody can help me it would be really apreciated Thx by advance Cheers basic-propa.hip
  16. Object Displacement

    Hello, I'm attempting to recreate something similar to the reference geo in this link: I'm using a tube and then painting where I want my displacement but I'm not happy with the results as it isn't really resembling the reference image. Does anyone have any suggestions as to a different way to approach this? Thanks for taking a look. disp_geo_js_v01.hip
  17. I am trying to mimic a rail spline like you would use in Cinema4D. Essentially I would like each point normal to look at the point with the same index on another curve. From what I've found on getting a direction from two vectors is to simply subtract B from A. However, this does not seem to be the case. (See attached file) Is there more to it than simply subtraction? Align_Normal.hip
  18. Hi I am a new user of Houdini living in Korea. I want to give a vector blur in the direction of the dots. I tried to draw a pass and draw a vector blur in nuke, but the direction is straight. I tried it with normal and I tried it. Failed to resolve for a week. So I simply gave the vector blur to the sphere and it did not work. It seems to be a render problem and I do not know what the problem is. I upload two hip files. Why does the value of the copy node remain the same? Finally, how do you study vop? ... I know that it's related to arithmetic math. But it 's confusing and hard to see. Please help me.. vector_2.hip vector_1.hip
  19. Hi there, I have been trying to figure this out but probably don't know enough about transform/rotate matrices and how they work. What I got is a circle of flat boxes all orientated in Z. The flat side is always faced to the center of the circle. See attached image for better understanding. Now what I want is a rotation around the local X axis of each box. Attached is an example file to see what should happen and also what I have come up so far. To better illustrate what the end result should be there is the same setup built with a copy SOP and a transform node before to do the rotation. Now the solution I came up with kind of works. The main problem is that there seems to be some sort of scaling. You can see this when viewing the solution made in Houdini in template mode. Maybe someone can point me in the right direction. Also, my setup is not very elegant so if there are other or better solutions I would love to hear them. Thanks in advance! Dennis rotate_objects_local_v01.hiplc
  20. Kernel (convolution matrix)

    Hello, I am trying to do some edge detection using a kernel. I need to do this using standard SOPs/VOPs. http://setosa.io/ev/image-kernels/ I saw a tutorial from Entagma (https://vimeo.com/169437381) that basically does the operation by hand splitting out the vectors and multiplying them but it's quite tedious and you dont really know what vectors you're multiplying (QUESTION: is there an order in which pcfind returns the array of points eg. clockwise closest to furthest ?) Is there a better way (using actual matrices / knowing exactly which points) ? thanks!
  21. I am trying to scatter some points on a circle. But I want the points to be scattered more near the center and less towards the outer side. In the old Houdini Scatter I could do it by making my Circle Primitive type to "Polygon" and then uncheck "Divide Non- Convex Polygon" on the scatter node. However, in the new scatter node of Houdini 14 and 15, this option is not available. Here is what I am trying to achieve, this is with the old scatter node. This is what I am getting with the new scatter node. Please help.
  22. hello,How do I connect using vop? thanks,please help me.
  23. Hi Pretty much the title In VOP I can use the "Import Primitive Attribute" node to do it, but I'm not sure what's the recommended way to do the same in a wrangle. I noticed that the IPA node is actually just a snippet, which obviously answers my question, but I was wondering if there was a more straightforward (a.k.a shorter) way to do the same Thanks EDIT Someone answered my question and apparently just using @primnum works in wrangles. However, now I'm more confused. I created a sphere and put a f@test = @primnum; in a point wrangle, the results are some numbers, but what do these numbers refere to?
  24. Hi, As soon as I apply a material shader builder to any object, the object turns white in viewport. I can see the shadows but even the basic diffuse color, that is greyish, does not show up. Any textures that I apply also does not show up in viewport. The textures are not procedural, they are basic images, the renders come out fine. On the contrary, If I use a default mantra surface shader, Everything shows up correctly on the viewport. I prefer building my own shaders from scratch so could anyone please tell me how to preview basic changes made to the material shader builder on the viewport. Thanks
  25. Syntax for Writing Shader Operators

    Hi all, I'm looking for learning resources to help me with writing a new operator type, but I'm also very interested in writing shaders in general. For writing shaders I've essentially only found an old odforce article from the wayback machine. It could be out of date as far as I'm aware, but I cannot find anything else. Anyway, rather than writing a whole shader I'd rather create a new operator, but I can find no resources on this at all. Is this in the documentation somewhere and I've missed it? For example, the $variable notation I've not seen anywhere else except when I cracked open an existing operator, along with essential looking syntax like the $isconnected_variable to determine if a variable is plugged in. If someone could point me towards some sort of documentation I would be very grateful.
×