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FR3D last won the day on March 21 2014
FR3D had the most liked content!
About FR3D
- Birthday 08/23/1977
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sami frederic
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i am trying to reproduce a ramp sliding effect from vop to wrangle. I used the vop version for very long without issue,i add a parameter before the ramp to move its position(usually used to slide the ramp across UVs) For some reason it seems i am not reproducing the wrangle the right way. you can see the vop in the pic and my attempt at reproducing it in wrangle. i posted the file. script: float ptnum = (float)@ptnum; float numpt = (float)@numpt; float anim = chf("page_animation"); //slider from -1 to 1 float div = ptnum/numpt; float bend_anim = div+anim; float ramp_bend = chramp("ramp_bend",bend_anim); @bend = fit(ramp_bend,0,1,chf("bend_left"),chf("bend_right"));//slider from -90 to 90 book_odforce.hip
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Hello, thank for the post . After digging on this issue i found a simpler technic that works based on "WHATISANAME" suggestion I modified your file getting rid of all the hassle of the block begin which i can't understand myself, i hope it helps. I upload the clean version i did for myself as well ready to be used test_fur_vellum_v04_SIMPLE.hip vellum_pintotarget_animated.hip
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Hello, i am trying to load custom node from my galleries at startup. I know nothing about python I am able to load basic Houdini and Redshift nodes from script found , but after searching i was unable to find the proper script to load nodes from my personal galleries. i tried this to load a custom cam i made for redshift Mycam = hou.galleries.galleryEntries('cam1')[0] cam = obj.createNode("Mycam", "cam_1") EDIT: just figured out that i need to load a preset on the node.
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Thanks a lot for your help. I managed to make it work, but it didn't give a good result, so i ended up using noise, like in Matt Taylor tutorial. Cheers.
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yes the issue is that only the value zero is returned, so the random will not happen differently at each iteeration. I just want to use it to randomise the lerp function, so i can animate the cut in different direction(-1,1) with something like that. direction = floor(fit01(rand(@i),-1,2));
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Yes before computing anything i need to be able to bring it in I also realised the issue was because i was deleting the original poly. So i have to rethink the whole thing, i ll try to find a way to store thee value before deleting the poly Thank you anim for answering
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recursive_division.hip I am trying to randomise a for each using vex and metadata.i only get 0 as a return. I made it work in another scenarios, but i am unable to find why it doesn't work in that specific case. I used all the different script without success: int i = detail("op:../meta","iteration"); or plugged-in int i = detail(1,"iteration"); See the file attached Thanks for the help.
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I manage to find a realistic way to position a train properly on a track. (see file attached) Wagon cannot simply be copied on an animated point on a curve as the centre is offset-ed in turns realistically. A path deformer is out of the question because of the deforming geometry This is my solution. 1) I created a 2 point line for each wagon 2) I path deformed the result 3) created a single point for each of those deformed line to copy each wagon onto, with proper vector for the wagon alignement I feel it is very complicated and i am curious for a better solution. If anyone interested to give his input. train_realistic_track.hip
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I am doing a simple "Flag" asset with materials , texture and object embedded. All work nicely except for the "POP wind" node i place in my vellum solver which disappear when i bring the digital asset. All the rest works without a problem. What am i doing wrong?
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- digital asset
- vellum
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from the doc: When using a Particle SOP or Spring SOP as input, it is important to keep the trail increment to integer values. Otherwise, the trail will not work well. :(
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I am doing a small rain system. When i add the trail sop, followed by an add to connect the point with the ID attribute, everything works fine until i set the trail increment to a value different than 1, then it completely breaks. I believe it is because particle are dying, but i cannot figure out how to debug it Trail_sop_issue.hip
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I can't make anything follow path correctly, it simply doesnt work or when it works(with a camera) i cannot keyframe the position parameter On null nodes there is no position parameter either What am i missing? EDIT: Thanks to MiesnerMedia 1) Go inside the object you want to constraint to a path 2) create a "constraint (chop network)", go inside and add a path node. 3) select your path object in the SOP path parameter
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Hello, For some reason i can't set a keyframe on the position and roll parameter to animate an camera along a path. I works for other param, like transform etc. It has been a persistent issue for a couple of version for me. The issue happens on any object container. Any help would be really appreciated as i am on a tight deadline FOUND A SOLUTION: I added a carve node on the path and animated that instead of the position parameter on the geo. well it works.....
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Should we rejoice or be scared for new tech like that. What happens when anyone can do pyro-effect, with a couple of clicks? That said it looks quiet impressive for real time.
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- new technology
- gpu
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