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Showing content with the highest reputation on 10/15/2020 in all areas

  1. Hey @sant0s81, I'm glad it worked. I reckon the best way would be to create base colors procedurally and then select the areas you need the most manually. if you have a "path" or "name" attribute you can split it in a better way tho with smth like this. @Cd = rand(random_shash(s@name)); randUVcolor_v001_t01.hiplc
    1 point
  2. Hello once again! Since the last time I posted here I've added three new tutorials, all of which briefly cover textures, mapping and colour in VEX. Thanks to everyone once again for all of the support and useful suggestions! 1 Minute VEX VII - OCIO transformed attribute from image - https://aaronsmith.tv/1-Minute-VEX-VII Using colormap() and ocio_transform() to read an sRGB image and convert it to an ACES-compliant attribute. 1 Minute VEX VIII - sampling nearest texture with UDIM filename expansion - https://aaronsmith.tv/1-Minute-VEX-VIII Using xyzdist(), primuv() and colormap() to sample the nearest UDIM-friendly texture on a surface. 1 Minute VEX IX - triplanar mapping & projection - https://aaronsmith.tv/1-Minute-VEX-IX Using simple vector math, for loops and colormap() to create a triplanar projection. Please feel free to PM me with any questions or suggestions.
    1 point
  3. Zombie thread alert. I figured I'd share this solution for folks that come across this thread in the future years later like I did. The Ends SOP node can be used to delete the loop so the curves are open instead of closed. Set the Close U parameter to Open and it should work.
    1 point
  4. Thought it would be cool to share some R&D i worked on for creating a flame FX without doing any simulation purely through deforming geo. A pretty simple FX nothing too crazy but i though i should share it as some people might be trying to do similar things. I've included the Hip file as well as notes explaining the vop workflows. I'm very much a novice to Houdini's more technical side so excuse any rookie mistakes, critique welcome as well if you think i can improve my workflow. Non_Simulated_Flame.hipnc
    1 point
  5. if you predefined in wrangle i@gluetoanimation = 1; or different attributes that wire solver recognize ... with different groups your splines and assign orient attribute I think it gonna be smooth ..I can't open you scene Slowww and we need someone who know this ..I just Have FUn Hope it Helps! wire.hipnc
    -1 points
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