Jump to content

-HEAVY-

Members
  • Posts

    62
  • Joined

  • Last visited

Personal Information

  • Name
    Master
  • Location
    Hardcore City Berlin, Germany
  • Interests
    Maya, Houdini, VfX

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

-HEAVY-'s Achievements

Newbie

Newbie (1/14)

1

Reputation

  1. I found a lot of useful information here to do some basic metal bending with switching the constraint from Hard or Cone to Glue. and i am satisfied with the switch effect - but i have a lot of jiggle at the start, so i think i am on track but not getting it right. when i up the substeps it reduces the bending and jiggle but is this the right way? or do i have to do some more tweaking on the constraint settings? do i miss something? any help would be appreciated, here is the file. thx de Heavy Cone_to_Glue_Jiggle.hipnc
  2. I know, that this is an older question, but I have to warm it up, cause I have exactly the same questions and I only see marginal differences in changing the values. So Propagation-Rate of 1? is this some real-world-value like meters and Half-Life-Decay: does that mean the impact data can travel longer ways with higher values , cause the decay is not that much reduced ? how are those 2 interact with each other? I really would like to understand what this values do in a glue network... cheerz de Heavy
  3. Hey I Stumbled over this and it helped me with nearly the same effect. but i have to go back to the thing with the connectadjacentpoints node. it is constantly reconnecting points - is there a way to avoid that? I put a connectadjacentpieces node behind the point deform in Sepu`s example to test it. I set the "CaP" node to connect points and tried different radius and max points settings but no luck. thx in advice de Heavy
  4. ok i check that dicing multiplier. for now - and after seeing your first helpful answer - I control and setup my noises in a regular point VOP feed the output to Cd and have nearly instant feedback in the viewport. when I am satisfied I copy paste the noise to the shader context and combine with what I have so far.
  5. Hey David, thx for the reply and information, and there it goes... I work on a bunch of displacement, to stack grains and noises on to each other... so it seems that this causes the scene regeneration. maybe it helps when I disconnect all that displace output, work with the BW noise and plug the displace back into the Shader when done. thx for the answer cheerz to Prague nice city btw.
  6. Is there a way to stop Mantra from regenerating Scene ? at the moment I am working on some Shader and Texture work and and have only a Plane and a basic light and everytime I drop a node on to the IPR it regenerates the scene and makes my work for parameter changes very slow...
  7. so know that it works I have different primitives how do I access those primpoints separatly for shifting them around etc. ? ahh never mind i use the primnumber
  8. yeah thx again, I read a lot at the moment and try and type and script and so on. I watch Entagma and read through Tokeru and others - but it seems that I missed that one. Ohh and i found the line that "explains" the use of the set attribute - i really didnt get it before (around an hour or so).
  9. thx Konstantin, I thought it is that easy did i miss the part in the help files or from where should one know this?
  10. Hey Folks, I wrap my head around this and cant find any solution can somebody explain me why this is not working and how I can get it to work ? // roomsizes vector zim3 = {5.25, 2.50, 3.82}; vector zim2 = {3.65, 2.50, 3.90}; vector zim1 = {3.65, 2.50, 2.82}; vector kueche = {2.50, 2.50, 3.82}; vector bad = {2.83, 2.50, 3.74}; vector flur = {1.50, 2.50, 5.71}; vector aRaum = {1.50, 2.50, 0.96}; // create Rooms // create _LivingRoom int pos0 = addpoint(0, {-(zim3.x*0.5), 0, -(zim3.z*0.5)}); int pos1 = addpoint(0, {(zim3.x*0.5), 0, -(zim3.x*0.5)}); int pos2 = addpoint(0, {(zim3.x*0.5), 0, (zim3.z*0.5)}); int pos3 = addpoint(0, {-(zim3.x*0.5), 0, (zim3.z*0.5)}); int roomPrim0 = addprim(0, "poly"); int vert0 = addvertex(0, roomPrim0, pos0); int vert1 = addvertex(0, roomPrim0, pos1); int vert2 = addvertex(0, roomPrim0, pos2); int vert3 = addvertex(0, roomPrim0, pos3); seems very simple but I miss something... and yes i am running in Detail mode thx deHeavy
  11. Greate, thx a lot. I really have to dive into Performance Monitor. heavy likes heavy Tests
  12. Yeah, as i said, i got the point. Its a waste of time and resources with not much flexibility. Its better to vex the point and use copys or instances. How do you measure all that performance, I dont belive you take a stopclock for that..?
  13. thx f1480187 for the effort, but seems a bit overkill to me. Konstantin over at Sesi-Forum provided me with a much slicker version. vector offset = chv("offset"); int copies = chi("Copies"); int prim_pts[] = primpoints(0, @primnum); for (int i = 0; i < copies; i++) { int add_prim = addprim(0, "poly"); foreach(int pt; prim_pts) { vector pt_pos = point(0, "P", pt); vector offset_Mult = offset * (i + 1); int add_pt = addpoint(0, pt_pos + offset_Mult); addvertex(0, add_prim, add_pt); } } but yes i think doing all that create prim, foreach point in prim - create points, create vertex , is maybe a bit much when it comes to bigger scenes.
  14. VEX is relativly nu to me, even when I am familiar with mel and some other programming languages. So be Patient with me and dont make it to complicated At the moment I am creating a brickwall with a few for each Loops and I thought, hey those simple transformations can even be done in a wrangle. but all those point creation and create geometry with vex tutorials doesn't take into account when there is an incoming prim or box that should only be transformed - so i am more confused now. can somebody give me a short forloop example to move and duplicate a box, when the box is piped into the wrangle? thx deHeavy
×
×
  • Create New...