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Showing most liked content on 04/08/2015 in all areas

  1. 2 points
    As I am sure you all like challenges, have a look at this latest project we just finished at Glassworks, our first crack at Houdini which was used extensively for all the planning and layout as well as blueprint generation and more... http://www.adweek.com/news/advertising-branding/ad-day-honda-just-keeps-driving-hypnotic-looping-ad-never-ends-163919# Enjoy. PS. BTW, it is a real miniature so try to figure out how could you shoot that and plan for it, it get's deeper and deeper to the point of breaking point for your brain.
  2. 1 point
    Hi. After some research I developed the concept of the surface shader to make shading artist work more efficient. A while ago I have implemented it in VEX and now I want to share it with you. GitHub Features: PhySurface VOP Energy conserving surface model PBR and RayTrace render engines support GTR BSDF with anisotropy (also avaible as a separate VOP node) Conductor Fresnel Volume absorption Raytraced subsurface scattering Artist-friendly multiple scattering (also avaible as a separate VOP node) Ray-marched single scattering Translucency Dispersion Thin sheet dielectric Transparent shadows Extra image planes support Per-component image planes Per-light image planes Variance anti-aliasing support Layered material Nesting material PhyVolume VOP Color scattering and absorption Per-light image planes PhyShader v1.2.0 - download: This is usability release. BSDF has changed to GTR New artist-friendly SSS Added layer support Added metallic desaturation Improved dispersion Materials: Added PhySurface Layered material Added PhySurface Nested material Improved PhySurface material Viewport support UI: New Inside IOR presets menu Changed dispersion presets menu Numerous bugfixes
  3. 1 point
  4. 1 point
    Here is example and comparison of solving this using popsolver and bulletsolver. copy_packedprim_on_pop.hip
  5. 1 point
    Check attached file. Note: It really hard to avoid penetration so there is no harm in using bullet with rbdpackedobject. copy_packedprim_on_pop.hip
  6. 1 point
    VDB volumes (or native volumes for that matter) can only have 1 voxel size per primitive.
  7. 1 point
    The VDBfromPolygon SOP does not use per-point attributes or variables. You need another way to get the value from the point or prim. in the voxelsize parameter of the vdbfrompolygons1 SOP, put this expression: point("../each1",0,'vsize',0) That will get the vsize atttribute of point #0 of each incoming piece. You also want to make you vsize smaller. Your volumes are too course.
  8. 1 point
    I tried to rebuild the awesome arc interpolated shaped tool that Ahmidou Lyazidi did in Softimage a long time ago. This is very useful to remove the linear motion of face shapes without a complex rig setup. I just need to find a more elegant way to display the vectors, as well as isolating all the shape points from the static ones to group them. Please have a look and let me know how I can improve this. Here is the old video by Ahmidou https://vimeo.com/8637260 Arc_Interpolate_101_wz.hipnc
  9. 1 point
    something like this? float thr = .1; int maxDst = 5; int maxPts = 30; int clRed = -1; int pthandle = pcopen(0, "P", @P, maxDst, maxPts); while(pciterate(pthandle)){ vector ptCd; pcimport(pthandle,"Cd",ptCd); int ptIx; pcimport(pthandle,"point.number",ptIx); if(ptCd.x>thr){ clRed = ptIx; break; } } pcclose(pthandle); if(clRed>-1){ vector distVec = point(0,"P",clRed); float dist = length(distVec-@P); i@clPt = clRed; f@redDst = dist; }
  10. 1 point
    I've also played around this task a little (thanks to rayman for great examples What I've found useful is to capture orthogonal basis from subdivided geometry to point cloud and then perform multi step displacement updating direction on every iteration. This caused softening stair-step look of geometry. Not perfect, but much better result ) Some of my experiments https://vimeo.com/90639775