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moneitor

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moneitor last won the day on May 21 2019

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    Hernan Llano
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    Dark Souls

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  1. Hi, yeah I tried that originally, but only did set "nextid", forgot about the "id" so I was getting -1 as id on the first frame haha, thanks!
  2. Hi there, I was trying to make point IDs to work with vellum grains being emitted. I went into the vellum source, and there is a couple of wrangles already in place to update IDs using the "nextid" detail attribute, just like a pop solver, but it is setup in a way that it just does not work, I did modify the VellumSource switches so it actually update the IDs, I am putting the file here so you can have a look. I find that change very non elegant as I have to open the source HDA, do any of you guys know if there is something I am missing to get IDs to work out the box? I know I could also use a sop solver and do my own update of the IDs, but since there is something already there in the source, I am not sure if there is a toggle or something I am missing. Thanks. Hernan. vellumID_0010__vellumid__v001.hiplc
  3. No worries, not sure why I didn't see the most obvious method ever inside parmTemplateGroup, remove()
  4. Hi there, I have a quick question, let's say you have a point wrangle with a folder (added through "edit parameter interface" or python) and you want to delete that folder with Python, I tried looking into the methods of hou.FolderParmTemplate() but I didn't find a method to remove an existing folder, or maybe I didn't look hard enough. Could I get a clue about this? Another option would be removing all the parameters inside the folder so it ends up empty. Thanks! Hernan.
  5. Hey Alex, thanks very much for your detailed answer, really helped me a lot.
  6. Hi there, I am learning C++ and just starting going through the HDK. I saw this line and I can't understand what (OP_Network *) inside parenthesis is doing, I think I understand pointers and dereferencing enough, but that syntax I never saw before. Hope you don't mind the simple question. Thanks. parent = (OP_Network *)OPgetDirector()->findNode("/obj");
  7. Brutal viejo alejo, yo tengo ganas de hacer un ripple parecido para deformaciones de metal a gran escala, pero seguramente lo hare como un postproceso.
  8. Hey man, great job, are those micro ripples in the simulation itself, or you are exporting attributes to drive them in the meshing stage?
  9. Hi all, I am for first time working with Vex Volume procedural, and in the meantime in order to learn it I am looking for info. Most of the info regarding this topic is fairly old and one of the things I see all the time is this i3D format, I am wondering what is the current way to create this files, say I have a normal volume and I want to store it as i3D to load it into my CVEX shader builder, I saw there is a command like i3dconverter file.bgeo file.i3d, I tried and it gave me an error, could someone give a clue about the workflow? Thanks.
  10. maybe with a draw or something would be easier to understand what you need.
  11. Hi Matt, thanks very much, I haven't seen your answer, sorry, it was months ago haha, at the end I used a different approach, something that wikipedia calls harmonic damped oscillation, or something like that, basically is F = -KX -CV, I used that formula to drive the position of the rbds to the goal position. Also used a modified version of that formula to make an orientation follow, the result of that research are this two videos. Thanks very much for your answer by the way.
  12. Hi all, I am trying to create a setup where a set of rbds are following a specific animation, so far is working, jittering is something I can look into later, but for now the big problem is creating the constraints, if I bring the boxes the usual way with the rbd packed object the constraints will work, but bringing them with the popsource they don't work. Would love to get some help here. Thanks. constraintProblemsTest.hiplc
  13. This one should also work if you increase the substeps. LoopParticlesTEST.hip
  14. if you do it with the hittotal attribute alone, its gonna work only during the first collision though. Check if maybe this helps LoopParticlesTEST.hip
  15. Do you need to use pops, or can it be done in a procedural approach that doesn't involve simulation?
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