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Showing most liked content on 10/28/2016 in all areas

  1. 2 points
    Thanks, glad you like it ! And yes Houdini is a magical creature! One of the things I tell Junior TD's or students when they start is that you need to treat Houdini like a blank canvas with all the paint brushes in the world. You can literally do whatever you want, but its not going to tell you how to do anything, don't be afraid to just try shit based on the 'this should work' logic, because thats all it is Don't be afraid to break it! Its all just data and figuring out different ways to get from point A to point B with that data. That test was from an old job directory, I'll see if I can get my hipfile unarchived for it and let ya have a go if ya want! I know I always learn the most by working backwards through more complicated setups, plus you get to see how other people think! If I can't get it onlined I'll put together something new for ya to play with, if thats something you might be interested in? -Nathan
  2. 2 points
  3. 1 point
    Testing out an idea I had. Chop up A, Chop up B. Use the parts of B that are like A to rebuild A using only parts from B. 3D convolution. In audio the technique is called Convolution reverb. In Machine learning the technique is used to teach the computer to recognize objects. Here in my test it's used to glue a bunch of soggy corn flakes to the poor beleaguered Stanford terra cotta bunny. More explanation and demo videos to come. Questions? Comments? Has someone already done this but better?
  4. 1 point
    use point deform after simulation - then you can deform using embeded or simulated geometry. Cheers! Fem Animated Embbed.hipnc
  5. 1 point
    I think that these accuracies are due to the display becoming a bit jittery when you zoom in too much in the view, and don't represent the actual data. In fact, since the `VoiceSplit` crashes, I did manually create `Constant` nodes to still be able to explain the process, and these nodes have perfectly round values since floating points can exactly represent such small integral values. But if you display one of them and zoom enough in the view, it will also show some inaccuracy.
  6. 1 point
    Hello! It's been a while but if I remember correctly I ended up doing it outside of CHOP much more efficiently. As an exercise, I've just had another look at solving the problem in CHOP and found a not so perfect solution that I've attached. For some reasons, if you look at the 'diff' node you will see some small variations (-0.02 to 0.02 range) from the expected result. I don't know where this is coming from though. Maybe a weird interpolation algorithm used by the `Stretch` CHOP node? chop_interpolate.hipnc
  7. 1 point
    Hey Nathan I think everybody will benefit from that, so I do not have anything to do with this, but I'm interested! ; ) Thanks!
  8. 1 point
    Hi guys, here are the files I used for the last Vancouver Houdini User Group in case anyone wants to take a look. My presentation was about writing the Group SOP in VEX and trying to optimize it. I wrote everything in a wrangle, and it works great as a preset in a point/prim wrangle. I also made a Digital Asset, although it's not a VEX operator because I couldn't figure out how to make it work purely in VEX because I need to use the group bindings from the Wrangle and I'm not sure how to implement that in VEX. Anyways, the OTL is just the wrangle with the parameters promoted. In the presentation file you can take a look at the speed tests of the Group VEX vs the Group SOP. The difference in performance is pretty similar if you have a few points/prims, but once you go above 1 million the performance difference really starts to kick in. The Group VEX becomes exponentially faster than the Group SOP the more points you have. The difference can really be seen when you group by object and when you group by volume. I also made those 2 modes work with primitives. Here are the files in case anyone wants to take a look at the code. Feedback is greatly appreciated! group_vex_jeronimo_maggi.hipnc vhug_presentation_jeronimo_maggi.hipnc group_vex_jm.hdanc custom_group_sop.vfl
  9. 1 point
    you can test it against an sdf of the boundary each frame if you've never used an sdf before, it's a volume representation of a shape with negative values on the inside and positive outside within the narrow band. there's built-in vex functions to sample volumes and in the file I use the border of the sdf to control the displacement vornoi_growth.hiplc
  10. 1 point
    cant really help without the alembic file. but I assume that dops does not know the center of gravity. you could fill out the pivot parameter in the initial state tab with the centroid() expression. centroid(opinputpath("/obj/sphere_object1/dopimport1", 0),D_X), centroid(opinputpath("/obj/sphere_object1/dopimport1", 0),D_Y), centroid(opinputpath("/obj/sphere_object1/dopimport1", 0),D_Z), good luck
  11. 1 point
    Sorry for confusion. Contexts of nodes's contents are same. Nodes itself are different. Contexts and nodes (node types, actually) are different concepts. Contexts are environments, and nodes are node types which can be created in those environments. Open Operator Type Manager to see all Houdini contexts and built-in nodes can be created there (most of the nodes located in external OTLs, however, and are not built-in). I've created several network nodes in different contexts and connected them with names of contexts those network nodes contains inside them. Hope, I didn't screw it up! "Out context" or "ROP" is called Driver, by the way. Different names for same thing. Just to make language more rich, so, you can talk about Houdini with your friends using a wide range of synonyms. Particles contexts had a same with CHOPs and COPs structure (parent Particle context and single available container node with Pop context inside and all particle nodes available there) and was deprecated in favor of Dop particle nodes since H13. Nodes belongs to contexts where it can be created. So, shopnet inside object node (e.g. /obj/geo1/shopnet1) is actually a Sop type, not Shop type. And /shop node (you call it "shop context") is probably a node of Manager type. I may be wrong there since I'm a relative novice too, and, again, this similarity may not be programmatical but just implied visually in Houdini interface. You cannot create Sop type inside Dop context, so, you cannot create SHOP Network SOP inside any dopnet. Fortunately, there are SHOP Network DOP node exists. You can filter all existing nodes and see that all shopnets are different nodes of different contexts (never mind the Sop/shop, that deprecated node was filtered by the word "shop"). They just have same names and icons. Contexts inside /shop and any shopnet are the same. Add to those shopnets the /shop node itself to get a full range of Houdini's Shop type containers. It's just a possibility. I've never seen a usage of sopnet inside another sop network. There is subnetwork nodes exists, allowing to have inputs and outputs in addition to containing SOP nodes. But objnets can be used in conjunction with UV Project node. Objnet will contain a camera, and those camera will always stay within UV Project node. It is typical use-case when you create assets. Sopnets are mostly used inside DOPs to provide some default models, and SOP Solver DOP utilizes Sop context in addition to this. Phew. Hope it makes sense for you and I didn't mistake somewhere. UP: and another picture I probably should start with back then UP 2: Those "principledshader1" nodes are copy-pasted nodes, not the same location.
  12. 1 point
    Hi all! New version of the setup for H14. The scene is much better organised and optimised. There also some new features which makes this setup actually very useful. Have Fun! DOP_DynamicFracture_H14_v09.hiplc
  13. 1 point
    Ah right, I see. So like this then? point_color_animation_trigger2_dv.hip I'm a total noob in CHOPs btw, first time really using it. It looks like fun! So, what I'm doing here is creating a channel for each point with $F, and since the color goes directly from 0 to 1 it acts like a trigger. So I'm using the Hold CHOP to hold the frame number on each channel when that point goes white. Now we have what frame each point turns white on, so if we then set the Shift CHOP to work in frames instead, we can simply specify ecah channel with the frame numbers as the Scroll Offset. Makes sense? Finally, I couldn't quite figure out how to no let the black boxes NOT grow. So I simply delete all black points before the Copy SOP. Hope this helps! It sure helped me understading CHOPs a bit more