Jump to content

Leaderboard


Popular Content

Showing most liked content on 02/21/2021 in all areas

  1. 1 point
    I cant Find that file that I know i have used with 16.5 long time ago with OPENGL ROP ..hm. i have Only nice trick with WREN ROP .....but it CRASHING with 18.5.408.(now its working) 50/50 Maybe its my Fault because I installed again Like Moron Post render Script (that i had going in INKscape).. Some Where I have OPENGL I gonna Find ...I'm sure its some trick with wire shader that exist in VOPS and then some trick with VM . crash.Wren.Srle7_1540888.hiplc
  2. 1 point
    you can do something like this for example: import toolutils as tu view = tu.sceneViewer().curViewport() view_xform = view.viewTransform() view_position = view_xform.extractTranslates()
  3. 1 point
    Two rather short tutorials showing a simple approach on covering mesh surfaces with scales: Houdini file and discussion here:
  4. 1 point
    - for rivet make sure you have proper up vector attribute to extract rotation data, you can use Poly Frame for that to extract it from topology or uvs... you can also use group with more points to get more averaged results than just with one point, or also additionally having another point for the bottom and having lookat towards it to allow for better conform on the back (but the stable rotation still has to be established before) - for pointdeform make sure you pack your canister before, also it may help if the pivot is closer to wherever it's gonna be attached to - for extract transform you can just isolate back section for both rest and animated input, so that it doesn't consider arms and such when computing rigid morion - you can also go with lower level approaches like Ray on rest, Attribute interpolate P and stable N/up from animated, or VEX based approaches xyzdist()/primuv(), uvsample() , or extracting points from the back and building stable transform from them ...
  5. 1 point
    vdbsegmentbyconnectivity gives what you need.
  6. 1 point
    Hello guys! I have a simple C++ code which should be used by VEX in Houdini. I need to access to geometry data in specific node from current frame till frame 1 in backward direction until certain condition is met. The problem is that this access cause a huge impact on runtime when using wetmap function in a point wrangle node! Here is the sample: #include <iostream> #include <VEX/VEX_VexOp.h> #include <OP/OP_Director.h> #include <GU/GU_Detail.h> #include <SOP/SOP_Node.h> #include <GEO/GEO_VolumeSampler.h> #include <GU/GU_PrimVolume.h> #include <GU/GU_SopResolver.h> #include <VM/VM_Math.h> #include <OP/OP_AutoLockInputs.h> template <VEX_Precision PREC> static void wetmap(int argc, void *argv[], void *) { VEXvec3<PREC> *resultCd = static_cast<VEXvec3<PREC>*>(argv[0]); const char *surfaceAddress = static_cast<const char *>(argv[1]); VEXvec3<PREC> *P = static_cast<VEXvec3<PREC>*>(argv[2]); VEXvec3<PREC> *Cd = static_cast<VEXvec3<PREC>*>(argv[3]); *resultCd = VEXvec3<PREC>{0, 1, 0}; SOP_Node *surfaceNode = OPgetDirector()->findSOPNode(surfaceAddress); exint currentFrame = CHgetFrameFromTime(CHgetEvalTime()); OP_Context context; VEXvec3<PREC> color{0, 0, 1}; if(surfaceNode != nullptr) { for (exint i = currentFrame; i > 0; --i) { context.setTime(CHgetTimeFromFrame(i)); GU_DetailHandle gd_handle = surfaceNode->getCookedGeoHandle(context); } } } void newVEXOp(void *) { using UT::Literal::operator""_sh; new VEX_VexOp("wetness@&VSVV"_sh, // Signature wetmap<VEX_32>, // Evaluator 32 wetmap<VEX_64> // Evaluator 64 ); } I also try to lock the referenced node input just like SOP node examples in HDK but it makes no difference! This is an image of use case: After couple of frames pointwrangle1 become slow to cook and I don't know why! Can anyone help me? Thanks in advance!
  7. 1 point
    Make beautify patterns with arrays int dim = chi("dim"); int prim; int pt; int npt = chi("npt")*dim; int pts[]; int randn; int randpt; for(int i;i<dim;i++){ addprim(0,"polyline"); } vector2 uniform_num; for(int i;i<npt;i++){ uniform_num = set(i%dim,i/dim); pt = addpoint(0,uniform_num); prim = uniform_num.x;; addvertex(0,prim,pt); if(prim == 0){ pts = array(i+1,i+1+dim,i+1-dim); }else if (prim == dim-1){ pts =array(i-1,i-1+dim,i-1-dim); }else if (uniform_num.y==0){ pts = array(i+dim,i+dim+1,i+dim-1); }else if (uniform_num.y == chi("npp")-1){ pts = array(i-dim,i-dim+1,i-dim-1); }else{ pts =array(i-1,i+1,i+dim+1,i+dim-1,i-dim+1,i-dim+1); } if(i == 0){ pts =array(i+dim,i+1,i+dim+1); } if (i == dim-1){ pts = array ( i+dim,i-1,i+dim-1); } if (i == npt -dim){ pts = array ( i-dim,i+1,i-dim+1); } if (i == npt -1){ pts = array ( i-dim,i-1,i-dim-1); } int pts_no[]; foreach(int ptn;pts){ if(ptn<i){ append(pts_no,ptn); } } setpointattrib(0,"pts",pt,pts); setpointattrib(0,"pts_no",pt,pts_no); randn = floor(len(pts_no)*rand(i)); randpt = pts_no[randn]; setpointattrib(0,"randpt",i,randpt); }
  8. 1 point
  9. 1 point
    Hey there, I discovered during random internet peregrinations this amazingly beautiful / clever / impressive project done in Houdini, by Robert Hodgin. i was so astonished by the whole concept and technical execution of it that i really wanted to share it here with you, if it can interests some people here. http://roberthodgin.com/project/meander?fbclid=IwAR2MX7EDeWLKC_U8x4TEZEn7eP8fS0bchytNH7j20FQTGcyPOOaDlFQyhvY It is basically a kind of imaginary generative cartography system that draw 2d detailed antique maps of imaginary rivers flowmap and their derivation with time. I find the attention to details and the whole process totally stunning. If i understood correctly Robert Hodgin is as well the co-creator of the cinder programming framework. Don't hesitate to check his other works on his website, it's full of super interesting ideas (I did not know in which rubric to post this exactly, feel free to move it if needed.)
  10. 1 point
    Hi all, I had been doing a rnd project on how to generate knitted garments in Houdini lately. And one my inspiration was from a project which was done by Psyop using Fabric engine and the other one is done by my friend Burak Demirci. Here are the links of them. http://fabricengine.com/case-studies/psyop-part-2/ https://www.artstation.com/artist/burakdemirci Some people asked to share my hip file and I was going to do it sooner but things were little busy for me. Here it is, I also put some sticky notes to explain the process better, hope it helps. Also this hip file is the identical file of the one that I created this video except the rendering nodes https://vimeo.com/163676773 .I think there are still some things that can be improved and maybe done in a better way. I would love to see people developing this system further. Cheers! Alican Görgeç knitRnD.zip
  11. 1 point
    ... or Height Field Project, using a sphere. The moonscape shelf tool uses this. From the distance of space these features would be relatively flat on a large planet, you might want to examine the noise functions in the MAT nodes instead? I created a moon using 'displace along normal' on a sphere.
×