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Showing most liked content on 08/18/2020 in all areas

  1. 1 point
    Thanks a lot Kiryha! I achieved the overlay network editor by writing a lot of Python Qt code https://gumroad.com/animatrixx#Igugf It doesn't seem to work on mac/iOS though due to some weird Qt bug.
  2. 1 point
    Hello Yunus, this course looks outstanding, thanks for sharing! How did you combine the Scene View with Network View (when you manage the creation of nodes on top of the camera view)?
  3. 1 point
    This is going to be very helpful for me, too! Thank you very much, StepbyStepVFX !
  4. 1 point
    https://www.houdinikitchen.net/2019/12/23/l-systems-node/
  5. 1 point
    Ahh, got it.... Was looking for something like prefix - but for UE4 its "unreal_bake_name" "unreal_generated_mesh_name". So to rename an instance, just add an attributecreate behind the instance object: Cheers, sant0s
  6. 1 point
    first I thought it was to do with proportion..ie one dim of your geo is muuuuuch longer than another. diving inside you'll see they do the work on a UNIT geo, ie they matchsize down to 1x1x1 then do their voodoo then matchsize it backup. I fooled around but no chance in hell i'm gonna try and dissect the VEX in there. Anyway, back up, I did a simple test with transform, compare the results side by side, it's chalk and cheese. Don't ask me to explain. get the devs to do that. vu_curvature_test.hiplc
  7. 1 point
    Will get it soon! Great course!!
  8. 1 point
    Another way to do this is to construct a matrix from the point normal and your two vectors, then find the determinant of the matrix and use it and the dot product to find the angle. vector N = point(0, "N", P0); float dot = dot(v0, v1); matrix3 mat = set(v0.x, v1.x, N.x, v0.y, v1.y, N.y, v0.z, v1.z, N.z); float det = determinant(mat); return (360 + degrees(atan2(det, dot))) % 360; getHoleAngles.hipnc
  9. 1 point
    Hi, acos(dot(v1,v2)) is always getting the smallest angle between two vectors. If you want to get orange angles, you have to add an orientation information like a point normal. With the normal and the first edge you can construct a plane, to determine, if the second vector is on the positive or negative side. getHoleAngles_mod.hipnc @edit: I am not sure, if this solution works in every case, because it probably depends if the hole is on the left or right side <- but this should work because the angle will change aswell ....
  10. 1 point
    I've only worked on a few AAA franchises, with a few GDC talks you may have watched. Maybe you should wait on someone else to answer
  11. 1 point
    Gradient descent is an optimization algorithm used to minimize some function by iteratively moving in the direction of steepest descent as defined by the negative of the gradient.
  12. 1 point
    Put in simple terms, I’m using an attribVops 4 inputs to blend separate tree stems. In my case I couldn't put a cost effective blur inside my established “all in one” attrib vop so I broke up the info into separate vops with an attrib blur added to each. Then I’m multiplying them back together through a single attribvop. So far it works. It was just a matter of adding the position of the vop with a few “import points” set to 2nd-4rth inputs.
  13. 1 point
    Made you a file to test the method. I don't know if that's what you're looking for. morphParticles.hip
  14. 1 point
    I am not sure if anyone has run into this but I thought I would quickly share this. I am using a pop sim to source vellum grain. The pop uses 2 sub-steps and for various reasons, particles get sourced on non-integer frames, e.g. 6.5. I noticed that when I am using vellum, the grains never appeared even though the vellum sim was set to 2 sub-steps as well. To make it work I had to change the time step to 0.5 in the vellum source sop solver enable solver node. Here is a screenshot: Someone else might find this useful at some point, I hope, or perhaps I am just doing something totally silly :-)
  15. 1 point
    We're very excited to present to you the promo video for the Mastering Destruction And FX Workshop. This workshop will cover in-depth all aspects related to creating highend destruction shot . Once the simulation is ready we will dive into lighting, shading and rendering the various elements and start compositing in nuke to produce the final shot. We have bonus content to explain rendering using mantra and redshift. We will be providing the student with a destruction ready building along with various animations that they can use for their assignments. Everything was created using Houdini 17. Workshop Link https://rebelway.net/mastering-destruction-and-fx-in-houdini This workshop and the promo video is a team effort and we want to thank everyone involved in the making. Saber Jlassi, Igor Zanic, Urban Bradesko, Chun Yong, Ibrahim Hindawi Please let us know if you have any questions. Regards Saber
  16. 1 point
    the "carve" version ap_trails_v03.hiplc
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