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  1. Today
  2. As the title says, when I create a new Material VOP asset the 'New Output' option in the Type Properties is greyed out. If I define export variables inside my surface shader code the 'Shader Call Export Variables' VOP will not bind them. Assigning values to eg. Cf directly in the VEX Surface code does nothing. How could I output eg. a vector from a Material VOP Asset?
  3. Yesterday
  4. egg explosion

    Hey guys, I was having a little trouble with my fluid explosion. I want it to be very similar to this but I'm having a few problems. Tell me please, where i can find lessons on this. Egg explosion.mp4
  5. Nature fun

  6. Animate it by hand. there are three basic types of expression based animation between two frame values, mix and match as you like: //linear: float tx = fit($FF,1,10,2,21); //exponential: float tx = fit01(pow(fit($FF,1,10,0,1),3),2,21); //smooth: tx = fit01(lerp(1,10,$FF),2,21);
  7. Vex anoise

  8. Nature fun

  9. Nature fun

  10. Vex anoise

    That looks like it should work. But... I find VEX a little tricky with multiplying vectors by floats. It doesn't like to do that right after a function. I suggest assigning the noise to the variable and then in another line multiplying the vector by your float amp. Like: float amp = 4; vector noise1 = anoise(v@P); noise1 *= amp
  11. Someone answer me on the Redshift forum. There is a "redshift_instancefileSOP1" that do exactly that: enable to view the proxy in the viewport. I was not aware of that node.
  12. Vex anoise

    Hi guys I can't understood how does work a vex anoise. Is it a bug or my mistake. At the picture a simple code with result. Noise added just to first component of the vector. Usually Im work in vop but sometimes need write in vex and there another result https://imgur.com/YU2stZN
  13. Vellum export alembic

    Well, I succeeded one time, but since then I can't reproduce what I did, could someone please take a look at the hip file and tell me how to separate object while exporting as alembic, test_alembic.hip
  14. VOPs - output to @P.y.

    Nice! Thanks u both.
  15. Vellum cloth preset settings

    https://www.sidefx.com/tutorials/h17-vellum-cloth-lookdev-tips/ Silk, Denim and Leather
  16. Building a beast Houdini + Redshift mainly

    Guys! My new plan update after all the feedback: TR 2950x 2x2080ti (I'll upgrade later to 4) Motherboard ???? (I need something capable to plug 4x2080ti with space for the Air flow, can you recommend me something?) 128gb RAM (can you guys recommend something compatible? I read that the TRare capped in max speed) Any huge box recommendation? Thanks!!
  17. Hi everyone, I am building a scene with a lot of asset and it works great with Redshift proxy. But during development, I would like to be able to see the geometry of some pieces in the viewport. What kind of workflow would be good for that? My guess would be to saved to disk my pieces and load them with instancepath during the dev, and at the end switch to proxy for final rendering? Not sure if is the way to do it... Thanks!
  18. Hi guys, i would like to animate an object rotating 360° with some acceleration and slow down with weight.. Is there some fonctions or better to do all by hand. Thank you
  19. Constraints not breaking

    I think i needed a good night of sleep to know what was going on. It makes sense now! It was because of the `overwrite with sop` attribute on the constraint network node. For the breaking part it shouldn't overwrite with the sop because I wanted to update them with the sopsolver. But for the pull constraint i wanted to overwrite with sop because that's where the animation was. Makes sense! I never gonna forget that anymore.
  20. OBJ transform to SOP lvl

    I tried, couldn't get it to work. Finally I discovered that there's a node for that : RIVET.
  21. Vellum export alembic

    Hello, I'm looking for a solution on how to export 2 vellum objects into alembic and differentiate them into cinema4d to apply materials? I found many similar threads here and there about groups and so, but no solution seems to work, I post the hip files if anyone interested to help, it's a simple test, K found a solution, thanks!
  22. Find materials of missing textures

    Thanks for sharing, will definitely be useful to know.
  23. Greetings! I have a digital asset that works by choosing a tree made of splines and then making it into a nice looking tree. My question is, how do I run multiple spline trees through the tool? Lets say I want to have 3 different spline trees run through the tool without having to manually choose one at a time. If there is a way, how would I separate them at the end ?
  24. Spherify New Terrain/HeightField?

    Any developments regarding this? I don't necessarily want a sphere, but I would like to create a giant floating island.
  25. vex array splat/unpack operator for function arguments?

    Hmm well it looks like I just found another version of the function that takes arrays as arguments. But the main question still stands, is it possible to unpack an array into function arguments? vector spline(string basis, float sample_pos, vector values[], ...)
  26. I'm new to vex and was wondering if there is a splat operator to unpack arrays into function arguments? (like javascript's ... or rubys *) The reason I'm asking is I have a wrangle that I want to take an unknown number of points and put their position into the cspline function. In the docs we have vector cspline(float t, vector val1, ...) If it was Javascript I'd do something like cspline(t, ...array_of_parameters) to unpack my array into that list of parameters, is it possible to do something similar in vex? If it's not possible how can you get an unknown number of parameters into a function that takes an unknown number of parameters? Cheers Ben
  27. Hi all, I am having difficulty to stitch the points at the edges when the paper bag folds up, now i am using glue but there are gaps, I tried to use weld but it doesn't seems work. And also is is there a way to reduce the bounciness, I know that animating the popdrag might help, but it will affect the rest of the sim after the paper bag is folded up, because I might add more animation, I just don't know how they get the bouncy energy from. Thanks, appreciate the help. paperbag_test_v002.mp4 paperBag_rnd_v002_zj.hip
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