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Showing most liked content on 06/19/2020 in all areas

  1. 1 point
    Here's a thread with a similar approach, simulating lowres geometry and then deform highres geometry with it: And here's your file with the point deform capture from qlib. V_test_01_yader.hiplc
  2. 1 point
    Hi, look at this topic
  3. 1 point
    On the richard lord tumblr you can probably find some example of what you search for https://richardlord.tumblr.com/archive
  4. 1 point
    @j00ey art the end discovered the realtime engine accept RGBA 16 fixed format, this and using the simple heightfiled_blur node I obtain good results.
  5. 1 point
    in that case keep activation 1, Create Constraints to On Creation Frane, and set creation frame to frame you want them to be created at if you want it to be created more than once (lets say on frames 10 and 21), set Create Constraints to Each Frame and activation to: $FF==10 || $FF==21
  6. 1 point
    if you used the package method - I had trouble to get houdini to load the package until I set the QLIB variable in the .json file to an absolute path. Maybe its a Windows+OneDrive thing.
  7. 1 point
    Found it, the magic bullet was multiParmInstances and insertMultiParmInstance p = obj.parm('folders') instances = p.multiParmInstances() for i in range(9): num_instances = p.evalAsInt() p.insertMultiParmInstance(num_instances) Adds 9 new entries to multiparm block. If you use the naming scheme on the parms like value_# each parm name will increment and you can set values on them like normal. obj.parm('value_'+str(i)).set(yourval) Or something similar. Cheers, -Johan
  8. 1 point
    You solve intersections for particles with different pscales with POP Grains. That is the way to do it, unless you want to use Vellum grains, which are certainly viable but might be a little bit slower. POP Interact can only apply forces, which are not going to get you clean collisions. pop_advect_grains_toadstorm.hiplc
  9. 1 point
    good point Andrea. too many reasons to list here, but here are a couple - no extra field is created in DOPs, it saves memory. no extra nodes to create the mask field. - more flexibility: you can noise up the mask field directly in VOPs for example. personally I avoid VOPs altogether, it gets messy real fast. VEX is much cleaner. of course, use whatever work for you and get the job done.
  10. 1 point
    hey! I was the creative director and concept designer for this. Confirming we used Houdini, lots of sop solvers, some growth stuff. Its just transforming the points from a central local minimum on the geometry, using pcopen to kinda make it fold inside itself. Then emit some fluids to advect points out of. Here's some more stills showing the geometry
  11. 1 point
    Hi @tagosaku, you can shift points by sampling positions from their respective curves with a channel ramp: float u = vertexprimindex(0, i@vtxnum) / float(primvertexcount(0, i@primnum) - 1); v@P = primuv(0, 'P', i@primnum, chramp('shift', u)); curve_density.hipnc
  12. 1 point
    Hi Mani, a common way to increase surface details on terrains is to use displacement maps on regular quad meshes. Texture haven and HDRI haven are good places for getting free texture sets without registration: https://texturehaven.com/ https://hdrihaven.com/ terrain_tex.hipnc
  13. 1 point
    enter this in a Blast / Delete SOP group field : 0 `npoints(opinputpath(".",0)-1` .cheers
  14. 1 point
    Hello all. I wanted to share my production library of tools I have posted on Github. Previously a lot of these were posted on Orbolt.com after my 2016 GDC talks. The tools were originally designed to be used in a HOUDINI_PATH style library as opposed to individual hdas. In this manner they can include a larger array of script based tools that don't fall in the paradigm of Orbolt. This toolset is generally complementary to the GameDev, Mops, etc toolset, there are only a few overlaps nowadays. There are two primary libraries of tools. https://github.com/LaidlawFX/LaidlawFX - This is the production library built up over the last decade of work that has been cleansed of studio specific work. This currently contains a set HDA's, a common python library, shelf tools, and example files on how to used the .hdas. Some fun tools in here are an Ivy Generator inspired by Thomas Luft Ivy generator http://graphics.uni-konstanz.de/~luft/ivy_generator/ . File Cache nodes that have been tested on over a dozen productions. RBD to FBX extractors, and an array of ROP tools. Also a module of python code that includes a few sub-modules such as verbosity logging, multiple hda queuing, fbx exporting, file explorer opening, and the large set of options for file caching. Additionally it contains shelf scripts so that you no longer need to use the Material Library, you can just tab and use the shaders like normal nodes. https://github.com/LaidlawFX/HoudiniEngineDev - This is over one hundred hda's to test Houdini Engine implementations in different DCC's and game engine. Each of them test a simple principle from UI parameters to different geometry types and more. Hope they help you at some point. Feel free to branch or leave comments here and I can update the source. Thanks, -Ben
  15. 1 point
  16. 1 point
    Simple control over many deformation kinds by a custom weight: deform model at full strength, add Point Wrangle, input both models, blend with "lerp(@P, @opinput1_P, @weight)". weighting.hipnc
  17. 1 point
    Create ordered group before wrangle and use it. You can implement it in vex and python, it won't be hard, but it's not worth it, probably. expandpointgroup_ordered.hipnc
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