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ryew

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ryew last won the day on March 20

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  1. Why not just an actual transform of the pre-deformed grids for infinite rotation? Unless the grids/ribbons need to actively deform along with the rotation, seems it would read the same visually.
  2. The Bubblepins YT channel did a tutorial on infinite water flows like rivers awhile back if that will help -
  3. As tamagochy said, it's an outdated system and a lot has changed within Houdini in the past 3+ years since that tutorial and it's very likely the DOP nodes have changed through the newer Houdini versions since then so things won't work the same as when that was recorded. I generally don't put much faith in Houdini DOP tutorials that are more than a couple versions old these days
  4. Not something I've ever looked into, but might be worth checking out the H19 muscle setups SideFX has posted on their site if you haven't already - one looks to be FEM and the other Velllum https://www.sidefx.com/contentlibrary/muscle-and-tissue/ https://www.sidefx.com/contentlibrary/muscle-target-shape/
  5. I don't receive errors loading that GLTF file via File->Import->GLTF Scene to create network on obj/ level and importing Scene in a H20.0.590 non-commercial/Apprentice session
  6. In addition to Librarian's suggestions, you might also want to check out Matt Estela's excellent CGWiki Blog - https://tokeru.com/cgwiki/HoudiniDops.html#rbd_replicate
  7. ryew

    vellum foam

    That looks great, really effective - thanks for sharing your technique, Matthieu!
  8. Hard to say without having the model on hand to inspect and test with, but the widespread separation in the second pic makes it appear the vertices are either not fused/connected or are shearing through each other at different amounts (which is definitely screwy). Bad topology always seems to be a headache from TS models (lots of triangulated meshes from 3dsMax as well) - anytime I've bought something there, I've spent a good half to full day just cleaning up geo If you have the bottom center of the model flat at World Origin and are scaling from that pivot of (0,0,0) with a basic Transform, it should really just shrink down to whatever scale without the crazy distortion. If you haven't already, I'd suggest trying PolyDoctor and perhaps use the visualization options before the fixing options to try narrowing down the problem.
  9. The auto-generated subtitles are somewhat useful if that helps (can't help with not having the right link, but still). Unfortunately a lot of knowledge the online community faces similar linguistic hurdles but as time goes on, perhaps things like auto-translation will make this much less of a problem. Regardless, perhaps post the same question to the SideFX forums where their staff reads more of, they may have a quicker answer for you
  10. Yes, but you can still read in attributes form your geometry to work with, add noise, etc. Atom's tip on using the mtlxGeometryPropertyValue is something I use all the time in my MtlxX shaders to pass attributes from the SOP geometry into my shaders for masks, colors, etc. Just set whatever random value you want on your geometry and then read it into your MtlX shader
  11. Agreed, that's a nice result! Thanks for updating the thread with your progress on this
  12. I suspect this might be a task better suited for python versus VEX, and likely both easier and quicker that way- you might want to drop this question in the "Scripting" subforum here for better visibility from the coding gurus
  13. Yes, I get this sometimes when I use Tab to jump between the fields as well, it's happened in multiple versions so not a new quirk. I find if I reload the desktop that usually fixes it. Sometimes selecting a different node and then reselecting it or clicking on the attribute name will reset it to the three fields again
  14. If you haven't already, you might want to post this question on the SideFX "Houdini Engine for Unreal" forum as well - https://www.sidefx.com/forum/51/
  15. As a simple/rough version 0 prototype, you might want to start with just points on a grid being assigned a texture by an image sequence. Then transfer those colors to small tube geometry copied to each point, perhaps try using them as geometry lights. Once that base is established, you can then try increasing the complexity.
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