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Showing most liked content on 02/14/2020 in all areas

  1. 1 point
    I have been trying to do something similar the whole week. thanks
  2. 1 point
    @flcc v@pt_uv is working for me and using point split (with vertex uv) to create uv islands. The creep sop may help aswell, if you convert your uv values into points positions. uv_creep.hipnc
  3. 1 point
    Temperature field has more details, rest field unused IMHO. Better create gradient field and use it like rest.
  4. 1 point
    Here is another offering. Three UV mapped spheres that unfold to different grid aspect ratios. A 16:9, 4:3, and 32:9. These are pre-animated Alembic files, not procedural at all. ap_UV_spheres_unfold_to_plane.zip
  5. 1 point
  6. 1 point
    While primuv() refers to intrinsic primitive coordinates, uvsample() uses the whole texture coordinates (no promotion to point attributes needed). vector bb = relbbox(0, v@P).xzy; v@P = uvsample(1, 'P', 'uv', bb); Please look into this thread to see how you can cut the grid along the seams before applying it to another mesh: https://www.sidefx.com/forum/topic/60740/?page=1#post-272057 sphere_pos_real_uv2.hipnc
  7. 1 point
    You can spherify a grid based on its bounding box using VOP's 'from polar'-node. spherify_grid.hipnc
  8. 1 point
    Since you are running on detail, and the array is a point attribute, you need to use point(). point(input, "attribute", point number)[array index] v@vect = point(0, "vel", 963723)[0];
  9. 1 point
    use Channel SOP to bring it back here is the file with CHOP filtering applied (green nodes), nothing else is different than the original scene (even though I locked the Vellum SOP) that would always be preferred vellum_test_filtered.hiplc
  10. 1 point
    Hi folks. Just posted a set of HDAs geared towards building vector fields intuitively, using curve and point features. Documentation and alternate download can be found here. Happy trails! DFX_Vecfield_HDA_bundle.zip
  11. 1 point
    Hello! I'm starting a twitch dot television channel and will be streaming Houdini training content. I've worked at several large VFX and advertising studios as well as taught Houdini classes at Academy of Art university. I'm hoping I can reach a larger audience through Twitch as well as the idea that people viewing the stream can participate by asking questions and providing feedback in real time. This is my channel: https://www.twitch.tv/johnkunz My first stream will be starting on Sunday (Jan 26th) @ 1pm PST. If you follow my channel (it's free ), you'll get an email notification whenever I start a stream. I'll be going over this project I recently finished https://www.behance.net/gallery/90705071/Geometric-Landscapes showing how I built things (VOPs, packed prims, Redshift render) and why I set things up the way I did. Some of the images I made are shown below. Please come by this Sunday with any questions or ideas you might have!
  12. 1 point
    well I see @f1480187 last visited the forum months ago...prolly snowed under with work. so i'll try to put a few words together: in the loop, for each chunk, let's say the chunk has X prims (or faces), it does an overhead step that is delete the outside prim, if there was any outside faces, the prim count would be X - Y. The blast just stays unconnected to anything which may be confusing at first but it's just an overhead step that should be done for each chunk. Then the switch would inspect each chunk, get the count of faces: nprims(1), ie. using the second input not first. Then it compares nprims(1)...say is X to the result of blast but remember from above the new count would be X-Y So X == X- Y is only possible when Y = 0...ie....there is NO outside faces for that chunk. the result of the test is either 0 or 1 for true or false, which conveniently tells the switch which input to use, the effect is the loop is taking ONLY internal chunks. (if Y was non zero, then X cannot be equal to the blast count, so the switch is false, ie. the chunk we are processing contains some outside faces....don't take it, use the null instead)
  13. 1 point
    actually, you can't read groups directly as i thought, but you can easily convert them to a string attribute and read that: groups.hiplc
  14. 1 point
    Cool - have to try it with Redshift as soon as the current job is done! :-) So far I always used this in the focus distance field: // Camera focus distance to a null called focus: vlength(vtorigin(".","../focus")) But it's a bit clumsy to navigate the null. Tom
  15. 1 point
    (prodecural|node-based|programmable|cool|obscure|powerful) (motion|channel|sample|movement|animation) (editing|manipulation|programming|mixing|jammin')
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