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  2. Closed leaf venation patterns

    @ftaswin Its Just Leaf and this File and Playing with Normals
  3. try && instead of just one
  4. Sprite Pops - Image Sequence

    found this tutorial on Vimeo by Peter Quint - it literally animtes sprite sheets in houdini's viewport if you cant see the link just look on vimeo for "mosaic sprites houdini 13" and go near the end to edit the vexpression
  5. Yesterday
  6. Sprite Pops - Image Sequence

    +1 for this - i cant seem to render it in Mantra - i've got my own sprite sequence but is there REALLY no way to visualise this in the viewport?
  7. Trying to recreate a venation algorithm.

    Maybe It Helps.I have This In The Shell Of OdF int handle; int seed_ptnum; handle = pcopen(1, "P", @P, 99999, 1); while(pciterate(handle)){ pcimport(handle, "point.number", seed_ptnum); i@seed = seed_ptnum; } --------------------------------------- int handle; int seed_ptnum; handle = pcopen(1, "P", @P, 9999, 1); while(pciterate(handle)){ pcimport(handle, "seed", seed_ptnum); if(@ptnum == seed_ptnum){ i@treetop = 1; }else{ i@treetop = 0; } } ------------------------------------------------ float food_radius = chf("radius"); int max_food = chi("neighbours"); float step_length= chf("step"); int prim; if(@treetop == 1){ int handle; int count_ptnum = 0; handle = pcopen(1, "P", @P, food_radius, max_food); if(pciterate(handle) != 0){ vector target_goal = set(0,0,0); while(pciterate(handle)){ vector food_position; float fertility; pcimport(handle, "P", food_position); pcimport(handle, "fertility", fertility); target_goal += normalize(food_position - @P) * fertility; } if(length(target_goal) >0.01){ vector next_position = normalize(target_goal) * step_length + @P; int next_ptnum; next_ptnum = addpoint(geoself(), next_position); prim = addprim(geoself(), "polyline"); addvertex(geoself(), prim, @ptnum); addvertex(geoself(), prim, next_ptnum); } } }
  8. so I'm currently in the process of replicating an earthquake effect on a old bridge, I've currently got the Sim that's controlled by inactive groups, only allowing certain areas of the bridge to fall. I've got areas on the bridge that are more dense than others using scatter notes plugged into the RBDmaterialfracture node, how do i make it so these nodes come into effect later in the simulation instead of having the active parts of the bridge all collapsing at once? I've tried Time offsets/blends, adding transforms to the scatter nodes and moving them into the geometry at later frames, I've tried increasing/decreasing the glue strength, but it doesn't matter if the value is 1 or 10000, it doesn't seem to be working.
  9. Hi everyone Im trying to get vellum dop system to emitt particles only between certain frames (Please see attached picture) Is there any ways of controlling vellum dop so that it triggers the simulation only at specific frames? something like $SF>11 & $SF<16 that one can use in the POP source's impluse activation? At the moment it seems to only accept one rule of emitting at a particular frame and it does not stop emitting I tried setting the emission type to continuous but that doesnt work either Thank you
  10. sort objects

    ohhh yeah, good idea!.. thanks you a lot Noobini! it will help me.
  11. I've found this paper which explains an algorithm for generating natural looking leaf veins. http://algorithmicbotany.org/papers/venation.sig2005.pdf The main part that I'm focusing on is in page 5, with "3.4 Example" linking to figure 6. I've been using a solver and have tried recreating their system, step-by-step but I've run into problems. I have attached what I created in this post, and tried my best to comment on the process. If you follow alongside the paper you should be able to see my thought process. Here are my issues. I haven't used their system found in steps F to J (regarding auxin point generation), I figured that if I just scatter points as this was more of a direct approach to creating points, vs their more complicated and somewhat vague explanation about how they scatter points and remove some based off some criteria (I'm still not sure what determines points to be deleted in their system). I'm not entirely sure if just scattering outright is the correct approach. Next is I don't really know how to progress from what I have made. I seem to be up to step E, but looking at the way the system works I don't think I really need to progress past that point. My thoughts are that A-E are all the steps I need to create in order for it to loop as it's just a matter of scattering points, finding the nearest ones and moving in a direction. In the solver, if I press play the whole system just stops working after frame 1. I think this is down to a lack of understanding of how the solver works, but I'm ultimately not sure whether it's actually down to my network being broken, or me not setting up the solver correctly. My final problem is this. Further down in the paper (page 8, figure 9) they show a number of natural looking leafs. But just thinking of how they constructed their system in figure 6, I can't help but to think it'll just end up producing a chaotic mess. You start off with 1 point, it moves in a random direction, then the next iteration has 2 points, which move in a random direction, then I'd have 4 points moving in a random direction. Surely after multiple iterations of this process I'll just end up with a weird mess of points that moved chaotically and I'll just have an ugly looking mess. But I can't determine where the paper helps to stop this from happening and causing it to create a natural looking structure. This is the first time I've tried to recreate a system found in a paper, so I will admit I'm not that experienced when it comes to converting more academically write text into something that translates into houdini, but I would really appreciate the help if somebody has more knowledge in this area. venation.hip
  12. Vellum some stitches broken

    Dear od|force community, I created a simple vellum setup in order to build upon this for a future project, but I was encountering some weird stitching behaviour. Do you guys have any idea, why some of the cloth panels are not connected to the rest? I can't figure it out Best regards, Robin stitches.hip
  13. Mantra rendering glow

    You can just bind to the Ce attribute inside a shader. Instead of using @P.y directly you could create a rest attribute in case you need to deal with deforming geometry. Or use use a geometry light like in the example of @Librarian yglow.hiplc
  14. VAT Material Rendering Issue UE4

    Hi everyone! Sorry for the noob question but I am having some issues regarding the VAT material in UE4. I have set up everything in the engine, and the animations are playing just fine, but texture is not mapping to the objects UV map and looks very broken. In addition, the lighting seems to be broken on the objects as well. I have included some images/videos below to hopefully clarify my issues. How the textures should look (from substance painter viewport): How the object looks in engine (unlit rendering): How the object looks in engine (lit rendering): The material instance: I can provide more images/videos if they are helpful. Any help with this would be appreciated, I'm pretty stumped myself!
  15. Hello guys, I have a question. Asked the Houdini support, but I didn't get an answer. I use an iMAC in the office for Houdini. I use a Radeon Pro 580 8 GB but since Houdini 18.0.499 suddenly I get frequently crashes for the most simplest viewport stuff like the new Bevel widgets. The support now told me, that Houdini doesn't support my Graphicscard anymore. The new list is - I haven't see that list before ... like said, works in 18.0.499, but not after that. > Supported OSX Graphics Cards > • NVIDIA Quadro K5000 > • AMD Radeon Pro Vega 64 > • AMD FirePro D700 > • AMD Radeon Pro 5500M 8GB As I want to stay on Mac and the time for buying a new Mac seems doesn't seem right, I hope that maybe one of you have a working solution for that - I hope, I am not the last Mac user ;-) I am thinking about an external Graphicscard ( Radeon Pro 5700XT ) on Mac OS 10.15 in a Sonnet GFX Breakaway Box. To make it clear, it's not about GPU rendering, it's about a working Houdini Viewport .... Any experience with that? Thanks a lot, Helge
  16. Mantra rendering glow

    Just curious What's your Project ? here you have something to have Fun with Files ,try to make ramp in Some Direction. Dive in Mat
  17. Grouping DOP objects by Impact?

    Hi, First time posting here and relatively new to Houdini, so please forgive any poor use of terminology etc. Basically I want to group DOP objects, specifically RBD pieces, when they are impacted by another object. I want to do this so I can add gravity to each piece as they are impacted. When I look at the geometry spreadsheet I can see the Impacts data appear, but I don't know how to then group these objects by this. If it helps to visualize what I mean, I've made this puzzle globe made of 500+ pieces, and I'm throwing this ball at it to break it apart. I've got my sim working well enough, but currently gravity is not acting on any of the pieces, so when the ball hits, it's breaking the pieces apart but they are acting as if in zero gravity. So now I want to group this pieces as they become impacted either by the ball, or the pieces next to it, so hopefully by the ends all of the ball collapses. Thanks for any help, Alex
  18. Mantra rendering glow

    Is there a way to make the position of the position(yの高さ) higher and higher glow in the Mantra rendering?
  19. Controlling pscale

    Thank you very very much!!!
  20. Tribe is a framework and toolset, which allows the importing and rendering of Houdini crowds in alternate DCC's and renderers. Please visit http://tribe.chunkified.com for more information and contact details.
  21. Controlling pscale

    vector bb = relbbox(0, v@P); f@pscale = chramp('scale', bb.y); pscale_ramp.hipnc
  22. The lower the y-height, the smaller the pscale, and the higher the y-height, the larger the pscale, how can we make the pscale?
  23. sort objects

    well what i meant was, rclick on the node, allow editing, dive inside, look how they did it then maybe you can reverse engineer and apply to yours. i think it's all regular nodes under the hood.
  24. sort objects

    Thanks Noobini, it works. anyhow, I would like to solve my problem using the regular nodes as wrangler and foreach loops. thanks again!
  25. Vellum Cloth Stitching Has Jagged Edges

    Hi Guys, I have been working on a cloth simulation in vellum where im making a pattern using a curve and then using those curves to dictate where the cloth will be split up into separate pieces using an edge fracture. Im then trying to have all of these pieces stitch together to make one whole connected piece of cloth that is made up of all of those pieces that were cut out. I intend to texture all of the separate pieces individually so currently i am using the piece attribute created from the edge fracture and then have converted that to groups to later be used in c4d to texture. The problem i am running into is that the edge fracture is making all of my intended seams jagged. I feel like the edge fracture probably isnt the right way to go about doing this as it seems that its more geared towards RBD and destruction but havent been able to find a solution. I would also be curious what the best way of stitching all of the pieces together would be? I am using a vellum stitch constraint at the moment but also struggled to be able to get the seams of the pieces I had cut out to stitch to its respective piece. Below is the render as it currently is, you can see all of those jagged edges. Im still quite new to houdini so any advice or knowledge you guys have would be greatly appreciated. I have attached my scene file below if anyone wanted to have a look. PS. This is my first post on the forum so if this is in the wrong spot please let me know. Cloth_Experiment_01_v08.hiplc
  26. Thank You Chris,this Fluid Stuff its very interesting . and it seams that you can Find a large Data on internet to have Fun.
  27. Got a little further, seems I'm on the right track. Thanks for those links Tesan but that was all a little over my head. Incase people are looking for something similar: Unreal FInal.hipnc Kindest regards, Chris
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