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Showing most liked content on 08/27/2019 in all areas

  1. 1 point
    Here is the i@stopped attribute included inside the if statement. I dropped the viscosity threshold, quite a bit, so the fluid would come to a stop quicker. if (@viscosity>3600){ @viscosity = 3600; @v = set(0,0,0); i@stopped = 1; } ap_SimCon1.hiplc
  2. 1 point
    For the full course, visit : https://cgforge.com/course?courseid=quaternions-matrices In this quick tip, we take a look at a practical example which takes advantage of both quaternion and matrix (and/or Euler) based rotation.
  3. 1 point
    Have fun GCH.hipnc Houdini 16.0555666663
  4. 1 point
    Great stuff, Nicolas. This is starting to look Giger-like already! You don't necessarily need to create UVs in SOPs, though. To project textures on those VDB meshes it's arguably more efficient to do in a shader: 1) Transform position to world space. 2) Curve IDs shown as random colors. 3) U value from curves in HSV colors. 4) Direction to nearest curve position. 5) Tangents from curves set to absolute. 6) Direction to curve oriented along tangents. 7) V coordinate enclosing each wire. 8) UV coordinates in red and green. 9) UV mapping an image texture. 10) Texture based displacement along curves or at least what happens when mandrills do the job ; ) The material snippet: string geo = 'op:/obj/curves/OUT'; P = ptransform('space:current', 'space:world', P); int prim = -1; vector uvw = vector(0.0); float dist = xyzdist(geo, P, prim, uvw); vector pos = primuv(geo, 'P', prim, uvw); float u = primuv(geo, 'u', prim, uvw); vector tangent = primuv(geo, 'tangentu', prim, uvw); matrix3 rot = dihedral(tangent, {0,1,0}); vector dir = normalize(P - pos); vector dir_mod = dir * rot; float v = fit( atan2(dir_mod.z, dir_mod.x), -M_PI, M_PI, 0.0, 1.0 ); P = set(u, v, 0.0); curly_curves_shader.hipnc
  5. 1 point
    Just wanted to chime in and say I was having this issue too and this solution fixed it. Pretty sure this setting should be First or Last Match by default. Also, thank you. Probably wouldn't have figured that out on my own.
  6. 1 point
    I had a similar problem that I managed to fix by unlocking my "attribute from map" node and then going to the top right node called "promote_vertex_uvs_to_points". Inside that I changed the promotion method from "average" to "last match" (or "first match"). I'm guessing it has something to do with points along the edge of UV seams having more than one UV co-ordinate, and then something weird happens when it averages the value for all co-ords of that point, I'm guessing it averages over the entire UV area between the co-ords? First or last match probably just chooses the value at the first/last co-ordinate.
  7. 1 point
    Hi guys, I saw in Youtube a animated Magnetic Resonance, I and tried to reconstruct that real head using the 2D sequence of that video...follow the result: (The video was 720p, forhaps, better resolution ans quality I could generate a more detailed geometry)
  8. 1 point
    I have a small boat which is running through a FLIP wave tank. Right now I have only built the basics with the flip, and with the boat running along Z-axis with $F/3. I haven't tweaked it yet so the paddlewheels are kinda crazy, see the attached movie. Basically what I'm wondering is; is there a way to make the boat react to the small waves? The only thing I can think of is hand animating it, but that won't really be correct and it will be quite hard to nail, to be honest. My second thought was to make the whole boat dynamic, make it float and actually make the paddlewheels push it along. But that seems quite excessive. Anyone have some ideas on how to do this? edit: It wouldn't let me attach anything, view here instead: https://vimeo.com/68658489 password = odforce
  9. 1 point
    Hello guys, I'm running through a little bit of trouble here, I need to project a geometry and create a texture out of it so I can map it later to another geometry so I can get the color divisions on it. Here's a graphic explanation of my problem: What I need is not to Geo Cop in a constant color but rather as if it were a render with the corresponding Cd color for each pixel. I hope somebody can point me in the right direction, thanks a lot to everyone.
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