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Mzigaib

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Mzigaib last won the day on September 23 2019

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About Mzigaib

  • Birthday 04/09/1975

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    http://www.vimeo.com/17790588

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    Michel
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    Brazil

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  1. Awesome, that was fast! Thanks for the file I think the logic is working here for what I want. Cheers!
  2. I was hoping that someone could give me some tips on how to achieve this effect procedurally. I can get very similar results with find shortest path but I want to try to have this on a solver and try to build more controls on different shapes. But I am stuck and I could not find a efficient way to infect points and bring them together as the effect is running. Any tips would be welcome, thanks in advance.
  3. How can I check with python if a parameter exists in a node? There is this function on the manual but I could not make it work def parm_exist(parmpath): nodepath, parmname = os.path.split(parmpath) node = hou.node(nodepath) return node.parmTuple(parmname) != None Any tips?
  4. "SOLVED" I just found out that you need to use hou.ui.selectColor() to get color properly Thanks anyway!
  5. I am trying to store a color value from color editor using python but no success so far, I did found this on the manual but Icould not figure how to store the values to use it later. Code: def handleColorChange(color, alpha): print "Current color in editor:", color, ", alpha=", alpha hou.ui.openColorEditor(handleColorChange) It does updates the values but I could not figure how to estore the r,g,b values in a variable I would appreciate the help
  6. Lighting interior scenes is super tricky and heavy you need a lot of bounces to get a good result, and yes more bounces the better but my advice it is not to use mantra but Karma and if possible XPU. You can use the light objects on the scene to start lighting the interior, I am not a architect lighter but I think it is a good start. I hope it helps. Cheers.
  7. I think that would work with individual faces but not with connected faces which which is my idea, using groups seems to be working really well.
  8. That is actually a great idea! I am going to try that. Thank you dude!
  9. I am sure this is an old issue but I could not find any threads about it. I am trying to mark or identify open connected geometry with an attribute but I am having failed miserably. I am trying this but I cant figure out how to mark the whole object soon as if it finds points with less than 3 neighbors, but I think my logic can be flawed. int npts=npoints(0); for(int pt=0;pt<npts;pt++){ int nei = neighbourcount(0,@ptnum); setpointattrib(0,"nei",@ptnum,nei); if(nei<4){ setprimattrib(0,"open",@primnum,1); } } I am running this on primitives in a for each loop, so the idea is if it finds any points with less than 4 connection it should mark the whole connected piece as "open", but it isn't work as I expect I am having some faces in the middle of the connected pieces with different values. I hope it makes sense. Any tips? Thanks in advance.
  10. That's really cool! One more trick learned. My goal was to try to use the formula on the tutorial to draw in COPs the ngon shape with VEX. After a lot of trying and error I could translate the formula to COPs using VOP COP and the hardest part was to trying to figure out the different functions that are created specific for Blender. That being said I was able to find what the 'snap' function and what it does is simple: float snap = floor(val1/val2)*val2; So after that was just a matter of assemble the formula in the inline VOP inside the VOP COP and vua-la, It worked! So I did: distance = length($uv); angle = fit(atan2($uv.y,$uv.x),-$PI,$PI,0,2*$PI); float val = (2*PI)/$n; float snap = floor($angle/val)*val; float x = $r*sin((($n-2)*PI)/(2*$n)) / sin(PI-($angle-snap)-((($n-2)*PI)/(2*$n))); $dist = x > distance; Being the $uv the x/y pixel positions offseted to the center and $n being the ngon sides and $r being the radius parameters. Thanks for the trick tip that was really useful.
  11. I came across this interesting Blender tutorial where the author uses math nodes to recreate a 2D ngon shape similar like using COPs to create patterns and I decided to give a try translating it in Houdini using VEX and I got stuck trying to find a VEX function similar to a Blender one which I couldn't so I am sure that a smarter brain could easily solve this exercise so here is the challenge. This is the tutorial link and around 12:30 he explains the theory behind the function 'snap' and at 23:57 it shows it in action: link Which basically it returns the closest value that B[] is from A. I hope it makes sense. Any tips? Thanks in advance.
  12. Hi, Can you help me on how to remove a folder tab from the parameter inteface? Thanks!
  13. Hi! Anyone knows if it is possible to do that in TOPs I mean render multiple frames at once, I try to do that but I get errors. Thanks.
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