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Showing most liked content on 02/14/2015 in all areas

  1. 2 points
    Hello, some guys asks me on vimeo about this setup so here is little hip. Its different scene (I lost original ) but same setup. Hope someone helps. blackchicken_foam.hip
  2. 1 point
    We are testing out vray 3.0's vdb rendering capabilities within maya, I was curious if anyone has a working example of this? I am using the VrayVolumeGrid to load the vdb into maya, the only viewport display is the animated bounding box. Occasionally, not always (which is concerning) maya is spitting out this warning: unsupported VDB file format (expected version 222 or earlier, got version 223) It seems to read the correct range and the bounding box animation looks correct but the documentation from chaos group on the VrayVolumeGrid is limited. I'm curious if you are supposed to see more than just a bounding box and if there is a specific way of rendering the vdb, currently I've only been able to render it where the voxels appear as shitty blocks. Sometimes, not always (again...concerning), the render will just hang on 'prepping scene to render' and I will have to force quit maya. The vdb sequence is not that intensive, it should not take long to render. Any thoughts anyone? Also, Is there a way to specify the openvdb version when you rop it out of houdini? I am on houdini v -N ps. I hate maya...
  3. 1 point
    There are a lot of scenarios where you can emulate the behaviour of ForEach SOP in Wrangles. The downside is that you have to be in Details Mode, so I'm not sure if SIMD acceleration works, but it is still faster than ForEach. There are 4 VEX functions that will help you to do that : nuniqueval uniqueval findattribvalcount findattribval So first you have to find how many unique values you have. This will give you the number of pieces. Then create a loop with the same number of iterations. Inside this loop you can operate on each piece individually. Next get how many of this values are there and create another loop. Now you can traverse over each individual component of that piece. I always use this instead of ForEach if I can and find it much better alternative. Actually that's exactly what I'm doing while controlling bullet pieces with SOP animation.
  4. 1 point
    thanks,i will share it later!
  5. 1 point
    A belated reply. Since that tutorial was recorded, the new Point Cloud Import by Index VOP node has been added. This allows you to use a for loop instead of a PC iterate, and thus avoid the ordering problem discussed above. You can use PC numfound to determine the range of the for loop. Peter
  6. 1 point
    untested vex version... putting this into an attribWrangle set to DETAIL should work. it´s most probably not much faster (if it is at all) than grahams python code since it doesn´t use multithreading. int num_cluster, num_points, num, i, p, min_points, count; min_points = 40; num_cluster = nuniqueval(@OpInput1, "point", "cluster"); for(i = 0; i < num_cluster; i++) { num_points = findattribvalcount(@OpInput1, "point", "cluster", i); count = 0; p = 0; while(p < num_points && count < min_points + 1) { num = findattribval(@OpInput1, "point", "cluster", i, p++); if(point(@OpInput1, "activate_box", num) == 1) count += 1; } if(count > min_points) { p = 0; while(p < num_points) { num = findattribval(@OpInput1, "point", "cluster", i, p++); setpointattrib(geoself(), "activate_by_cluster", num, 1, "set"); } } } edit: "activate_by_cluster" must be an existing attribute.