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  1. 5 points
    I completed another tutorial from the SideFX library of tutorials. This one covers small scale flip splashes with sheeting and a tendril look. The final result is Retimed for a slowdown after impact. ap_small_scale_fluid_splash_091222.hiplc
  2. 5 points
    Asia Thanx To @Boa OdRope.hipnc
  3. 3 points
    I rebuilt the flip pump velocity guide boat wake setup found at this link. This HIP works with the new flip solver workflow and a basic whitewater setup. ap_flip_velocity_pump_100322.hiplc
  4. 2 points
    Try with Snipper. book_flip_pages_002.hipnc
  5. 2 points
    I recreated this tool from scratch for Pragmatic VEX: Volume 2, and did some comparisons with the Clip SOP method. While the Clip SOP method is super easy to use, it has some major flaws: 1. Clip SOP doesn't always clip out the geometry accurately at a specific position. As you can see in the screenshot, those highlighted points have values outside the range that should be clipped. (bug pending) Not sure how else to clip out these since we can't just delete the points. So this would be a deal breaker if you need to accurately carve out a geometry using an arbitrary scalar attribute. I reckon for polylines, this is not an issue, which was what was tested in this thread. But for complex geometry, it's a lot harder to just clip out sections appropriately. Poly Carve SOP had 0 points that are outside the range. 2. Clip SOP also clips away geometry within the range rather than carving out sections of it properly, meaning the entire polygon is deleted. Here is an example polygon that shows the issue (bug pending): Left shows original polygon, right shows the result of Poly Carve SOP that carves from 0.308 to 0.73849. Here you can see the Clip SOP's clipping plane that completely removes the polygon. 3. Clip SOP doesn't have a way to invert the carving operation. Imagine a poly line where you are keeping the middle part. If you invert the operation, you need to have the 2 ends that were carved out before. But it's not possible to do this using Clip SOP, unless you keep all parts and then delete the middle part, which may or may not work. I don't know it you can use it to consistently keep out the "middle section". Right shows Poly Carve SOP operation inverted. Combining both modes will get the whole geometry for all polygons, whether they are polylines or closed polygons. They are handled differently. 4. When you use a primitive group for the Clip SOP, it won't properly stitch the adjacent primitives, therefore introduce new holes to the geometry. Even if not the default, there should be an option for this. Poly Carve SOP handles adjacent primitives correctly. Of course this takes some of the cooking time, so the comparison is not completely 1 to 1. I used 2 Clip SOPs since Poly Carve SOP does Min/Max Clipping by default, so some of this cost is amortized throughout the entire operation. Clip method also includes the swapping of P back and forth. Both methods use compiled networks. So in the end for ~5.8M polygons geometry with a single attribute to be used for carving, Poly Carve SOP is about 3x faster.
  6. 2 points
    Make sure Affector Relationship on the merge is set to Mutual. Then on the FLIP Solver, make sure Feedback Scale is set to 1. (Volume Motion tab > Solver tab) Then tweak mass of RBD till you get the desired look.
  7. 2 points
    // two simple examples (VEX): s@path = "/geo/path/Char01/body/arm/hand"; s@path2 = re_replace("Char","Human_",s@path); // result: /geo/path/Human_01/body/arm/hand string s1 = re_replace("/","_",s@path); string s2 = re_replace("_geo_path_","/",s1); s@path3 = s2; // result: /Char01_body_arm_hand
  8. 2 points
    Hi, You can fire rays for each given point within a cone in the opposite direction of the point normal: Here is the VEX code: int numrays = chi("numrays"); float maxangle = radians ( ch("maxangle") ); float maxdist = ch("maxdist"); int visualize = chi("visualize"); vector phit = 0; vector uvhit = 0; float nearestdist = 1e32; vector nearestp = @P; for ( int i = 0; i < numrays; ++i ) { vector2 u = rand ( i + 4523.4376 + @ptnum + ( @ptnum + 1 ) * 54.21 ); vector dir = sample_direction_cone ( -@N, maxangle, u ); if ( visualize ) { int pt = addpoint ( 0, @P ); setpointattrib ( 0, "N", pt, dir ); } int pr = intersect ( 1, @P, dir * maxdist, phit, uvhit ); if ( pr != -1 ) { float dsq = distance2 ( phit, @P ); if ( dsq < nearestdist ) { nearestdist = dsq; nearestp = phit; } } if ( visualize ) { int pt = addpoint ( 0, phit ); setpointattrib ( 0, "P", pt, phit ); } } @P = nearestp;
  9. 2 points
    I completed the particle energy shockwave tutorial. It's more of an energy shield rather than a shockwave. I have set it up to render with Karma, but XPU can't handle 100,000 particles-per-emission without crashing. The GIF shows 10,000. The tutorial author uses Mantra, which can handle more points. Another option might be to rasterize the particles and render it as a volume. ap_kr_particle_energy_shockwave_090622.hiplc
  10. 2 points
    There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. This list was started years ago, so some of the solutions may be dated. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Over Surface Blazing Fast OpenCL Smoke Solver [PYTHON]Post Process OBJ Re-Write Upon Export Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Lightning Lies Upon Surface Of Object Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) [REDSHIFT] MTL To Redshift Material [REDSHIFT] Access CHOPs In Volume Material [REDSHIFT] Mesh Light Inherits Color [REDSHIFT] Color Smoke [REDSHIFT] FBX Import Helper [REDSHIFT] Terrain Instancer Height Field By Feature Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format [PYTHON] OP UNHIDE ALL (opunhide) Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Ice Cream Cone Top Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Rains Water Drip Surface Splash Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) A Better Pop Follow Curve Setup FEM Sea Cucumber Moves Through Barrier Fracture Cloth Smoke Confinement Setup Merge multiple .OBJ directly Into A Python Node Blood In Water Smoke Dissipates When Near Collision Object Whirlpool Mesh Surface Whirlpool Velocity Motion For FLIP Simple Bacteria Single Point Falling Dust Stream Flames Flow Outside Windows Gas Blend Density Example Localized Pyro Drag (smoke comes to a stop) Granular Sheet Ripping Post Process An Export (Post Write ROP Event) Corridor Ice Spread or Growth Set Velocity On Pieces When Glue Bonds Break Water Drops Along Surface Condensation Bottle Grains Snow or Wet Sand Starter Scene A Nice Little Dissolver Turn An Image Into Smoke Fading Ripples Grid Example Stranger Things Wall Effect Face Through Rubber Wall [PYTHON]Create Nurbs Hull Shelf Tool [PYTHON] Ramp Parameter [PYTHON] On Copy OF HDA or Node Select Outside Points Of Mesh, Honor Interior Holes Sparks Along Fuse With Smoke Umbrella Rig Melt FLIP UVs Tire Burn Out Smoke Sim Flip or Pyro Voxel Estimate Expression Motorcycle or Dirt Bike Kicks Up Sand Particles Push Points Out Of A Volume [PYTHON]Cellular Automata Cave Generator Punch Dent Impact Ripple Wrinkle VEX Rotate Packed Primitive Via Intrinsic Kohuei Nakama's Effect FLIP Fluid Inside Moving Container Particles Avoid Metaball Forces FLIP Divergence Setup FLIP Transfer Color Through Simulation To Surface Morph Between Two Static Shapes As Pyro Emits Constraint Based Car Suspension Pyro Smoke Gas Disturbs Velocity Wire Solver Random Size Self Colliding Cables Fast Cheap Simple Collision Deform CHOP Based Wobble For Animated Character Slow Motion FLIP Whaitewater Avoid Stepping In Fast Pyro Emission Fast Car Tires Smoke FLIP Fluid Fills Object Epic Share Of Softbody/Grain Setups (Must see!) Balloon, Pizza, Sail, Upres Shirt, Paint Brush Create Pop Grain Geometry On-The-Fly In A DOPs Solver Varying Length Trails VEX Based Geometry Transform Determine Volume Minimum and Maximum Values Grain Upres Example Animated pintoanimation For Cloth Sims Batch Render Folder Of OBJ files Vellum Weaving Cloth Fibers Knitting Kaleidoscopic Geometry UV Image Map To Points Or Hair Color Particles Like Trapcode Particular Flat Tank Boat Track With Whitewater Orthographic Angle Font Shadow Select Every Other Primitive or Face? Printer Spits Out Roll Of Paper Unroll Paper, Map, Plans, Scroll Simple Vellum L-System Plant Basic Cancer Cell 2D Vellum Solution Vellum Animated Zero Out Stiffness To Emulate Collapse Whitewater On Pre Deformed Wave [PYTHON] Menu Callback Change Node Color Extruded Voronoi With Scale Effector Multi Material RBD Building Fracture House Collapse Spin Vellum Cloth Whirlpool Vortex Trippy Organic Line Bend Design Logo Based Domino Layout Delete Outer Fracture Pieces, Keeping Inside Pieces UV Mapped Displaced Along Length Curly Curves Slow Particle Image Advection Nebula Saw Through VDB Like Butter Fuel Based Rocket Launch With Smoke Fuel Based Rocket Launch With Smoke [upres] Deform Pyro Along Path Bend Pyro Gas Repeat Solver With RBD Collision Raining Fuel Fire Bomb City Video Tutorial Pyro Cluster Setup (Animated Moving Fuel Source) [PYTHON] Mantra .MTL File Reader (creates new materials) Pyro Dampen By Distance FLIP Fluid Sweeps Away Crowd Ragdoll Gas Repeat Solver X-Men Mystique Feather Effect Camera Frustum Geometry Culling Vellum Extrude Shape Into Cloth Wire Web Constraint Setup Pyro Smoke Font Dissolve "Up In Smoke" Helicopter Landing With Vellum Grass and Dust or Smoke Another Thin Sheet Fluid Setup Color Rain Drops Over Surface Dual Smoke Object Wand Battle Custom GasDisturb node (easy to use) Hair Driven Grass Example File Pyro Smoke With Masked Turbulence Align High Resolution Mesh With Low Resolution RBD Simulation Streaky Portal Effect Height From Luma Cracking Glass Dome, Fracture VEX Noise Types FLIP Waterwheel Fracture Brick Wall Using UVs Vellum Stacked Torn Membranes Terrain Topographical Line Curves Prepare RBD Fracture For Unreal Alembic Export Growing Ivy Solver Fix For Intermittent FLIP Surfacing Issue Extensive RBD Fracturing Thread With HIP Files Peter Quint's Pop Streams Particle Example Fracture Geometry To Release Flip Fluid Inside Procedurally Reverse Normals Vellum Culling Voronoi Shape To Shape Transition Animated Scattering Accessing Parametric UVs On A Surface Organic Hallways/Corridors Through A Mesh Smoke Particle Dissolve Along One Axis Expanding Vellum Rings That Collide With One Another Read, Fetch, or Get SOP Attribute Inside Of DOPS Broad Splash When Object Enters Water Blendshape Crowd Example [PYTHON] Replace Packed Intrinsic Geometry From Another Source Rip/Tear Part Of Paper To Reveal And Roll Up After Effects Text Styles Cabling Mesh Surface Hanging Wires Or Cables Use Python Inside a Font Sop Brand Accurate Textures Using Karma XPU hScript asCode Microscopic Hair USD Attribute Equivalents For Preview Shader (i.e. Cd mangle) Vellum Peel Effect Tutorial HIP Library Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python Houdini Blueprints FX Thinking Rich Lord HIP Files iHoudini Qiita Ryoji Toadstorm Blog Eetu's HIP Of The Day Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma Johhny Farmfield Vimeo SideFX Go Procedural
  11. 1 point
    @fencer It work fine, thank you very much for your help, it was important to me..
  12. 1 point
    Going with the solver as Benyee mentioned must be the way. test_v3_rbd_test.hipnc
  13. 1 point
    try using sopsolver to allow custom attribute "broken" can only change once,and use it to override the orignal "__disconnected" attrib hope it helps test_v2_break_rbd_pieces_once.hipnc
  14. 1 point
    "I did not open Houdini for a while" are you sure it was Houdini? 1. for geometry velocity blur you didn't calculate velocity on geometry level 2. didn't apply geometry velocity blur sampling on object level
  15. 1 point
    dopimportfield required fields to import. There are presets option already prepared.
  16. 1 point
    I think you can read in animated attribs in vellum sop solver as well using the similar approach,but somethimes the result may be different from DOP workflow's SOP vellum workflow is actually DOP workflow but limited by default vellum sop solver has no multisolver,so by default you can just modify data in vellum solver, but you can do it after vellum solver by bringing in multisolver animate_vgrain_pscale_v2.hip
  17. 1 point
    By default the attribute transfer will transfer all point & primitive attributes unless you specify otherwise, hence why you can see the Cd being transferred despite not seeing it inside the node. You can split your pop simulation by creating pop groups based on colour, then splitting them afterwards with split node. I've made a quick setup to demonstrate, hope it helps! split_pop_groups.hipnc
  18. 1 point
    you can animate it in SOP and read it into DOP by either Geo Wrangle or SopSolver normally just as animating other attribs animate_vgrain_pscale.hip
  19. 1 point
    Hi, the problem is you copying P attribute from polygonal animated geometry to tetrahedron, which have different count of points. slime_movement_ISSUE.hipnc
  20. 1 point
    Hey, as I mentioned before it will be easier and more visible to do on object level. Check hip. book_flip_pages_texture.zip
  21. 1 point
    you can do that with VEX or Python https://www.sidefx.com/docs/houdini/vex/functions/re_replace.html https://pythonexamples.org/python-re-sub/
  22. 1 point
    Yes in that case it's possible. Have to implement a line line intersection such as this one: paulbourke.net/geometry/pointlineplane/lineline.c Point, Line, Plane (paulbourke.net)
  23. 1 point
    Look into PyQt and PySide. You can build completely custom UIs and integrate into Houdini. https://www.sidefx.com/docs/houdini/hom/cb/qt.html
  24. 1 point
    You can grab them from the pop grains shelf setup and plop them into the vellum grains setup like this vellum_grain_sand_vis.hip
  25. 1 point
    Thanks for the HIP. I'm still dissecting how it works, but here is a slight modification that stops each grid once it touches the ground. ap_HIM_popVellum19.5.v004.hiplc
  26. 1 point
    Someone asked how to do something similar and I couldn't find any setups or tutorials so hacked this together. HIM_popVellum19.5.v004.hiplc
  27. 1 point
    I mean describe the issue, show what is not working and so on.... check an example attached Magic Trail effect.hip
  28. 1 point
    Hi everyone, I am looking for a good approach to generating curves that follow the curvature of a mesh. The goal is to generate line art in 3D, so not in post-process. First Approach My first attempt was based on vertex normal to find the lines, but if I push too far the sharp edge detection, I end up with duplicated lines along my curvature which gives an undesirable result. Expected result: Second Approach My second idea was to scatter points on my mesh and push these points in the direction that the principal curvature method gives me. I keep pushing the points in that direction as long as the next position has a stronger curvature than the previous one. The problem is that the principal curvature doesn't give me a constant direction through my mesh, and can flip from one vertex to another. The other problem is that I don't know how to connect the points into a curve. Thanks in advance for your help.
  29. 1 point
    Thanks, Ryew. He does have a method in that last video using a for-each loop running over all the selected primitives. But it seemed a bit complicated. Was able to chat with Mark Tucker at SideFX who suggested a simpler method. For anyone else looking, the trick is to make sure in the instancer that you are using "instanceable reference (or inherit or specialize depending on your needs)" instead of the point instancer. And your reference (with variants) needs to be the top level prim that you are feeding in for instanceing. Then you could write a bit of vex (for instance): string variants_mtl[] = usd_variants(0, "/instancer1/Instance0", "mtl"); int random = @elemnum%3; usd_setvariantselection(0, @primpath, "mtl", variants_mtl[random]); Or you can append a set variant LOP and use @prim%3 in the "variant name index" box. It's a little confusing why @prim doesn't work in the wrangle, but that's how I got it to work. You take a slight performance hit by not using the point instancer, but it's a useful tradeoff in some situations.
  30. 1 point
    * Better Python script editor. (with clean color coded syntax , similar to sublime with python module)
  31. 1 point
    I put this one here, in case someone need this kind of use with MRSI data or so.... volume_from_images.zip
  32. 1 point
    Don't use a font then. Use a program like Illustrator to generate hi-res PNG you can supply to the Trace node. Or an Illustrator 8 file with an outlined version of your text.
  33. 1 point
    I think the orientation is actually working correctly but if you do a cracktransform on that matrix you'll see that it has a negative scale Attached is a test scene that hopefully explains orient_problem.hiplc
  34. 1 point
    change box to polygon-mesh not Mesh ..Definitely this is the Case in your Ex @archz2 , use periodic Worley Noise, look like its a BUG.hm
  35. 1 point
    4 points in the scatter param I think ..just change
  36. 1 point
    You could also go the heightfield route and use a heightfield pattern node and a bunch of different noises. creased_abstract_waves2.hiplc
  37. 1 point
    Asia . primintrinsic.hipnc
  38. 1 point
    @kleer001 Alessandro Nardini alexnardini.net/flame-home/ https://github.com/alexnardini/FLAM3_for_SideFX_Houdini
  39. 1 point
    Hi! Corgi the Bentley. Personal artwork. Everything done by me, and blendshapes helped Roman Zabludovsky. Houdini, KineFx, Stock houdini tools for groom, Vellum for sim, Karma for rendering. Originally inspired by works of Vipin Jacob, Eric Guillon and the mood of JB Vendamme portfolio. Personal research of Houdini pipeline here, and 1st full-scale work made on Linux smiley (after all my life on Win) With help & strong support from Roman Zabludovsky, Andrey Belichenko. hi.balbobia@gmail.com — for contact.
  40. 1 point
    I recently needed to render some particles in Houdini to use in an After Effects project. When I rendered the results, I was disappointed the colors did not match the brand I was working with. After a lot of experimentation, I came up with a work flow to maintain brand accurate colors using Karma XPU. karma_XPU_brand_accurate_textures.zip Make sure to set the file color space on the mtlxUsdUVTexture node to srgb_texture. This setup leverages OpenColorIO for output. The input space must also be set to srgb_texture, with the output space being set to data. For a crisper alpha edge, I set the pixel filter to box and dropped the filter size to 1. These sprites are stacked on top of one another. To prevent upper layer sprites from casting shadows on the others, you can use Simplified Shading. This is a quick way to render a beauty pass minus the shadows. If you render to MPlay to spot-check your results, make sure to disable ACES color correction. There is no need for it because OCIO has already been applied to the output.
  41. 1 point
    Asia . humertrack_a01Velsmok.hiplc
  42. 1 point
    We have a default biped, actually a few. What about the same for vehicles? A default, car character/rig, and semi-truck with a trailer. Use those new vehicle assets in a self tool for the Crowd simulator that demonstrates traffic, lanes, and stop-lights.
  43. 1 point
    Here's few bot example the process could give birth ... Actually some details could only be seen in 4k. Screenshot will give you an idea how the geometry built looks like. It was another experimental research, not saying im happy with everything and i will adapt according for the next try. But this is mostly a non technical question. This is kind of network driven by DG will be a good candidate to feed a Machine learning model like i shown on linkedin before with the Skull generation. Click on each image to see HD version.
  44. 1 point
    Mate, you are a god! Been looking for this for ages... works decent with a carve! Thanks so much!
  45. 1 point
    Overlay network editor would be nice to have built-in in H19 or 20 I have been using it for more than 2 years in production, so the video I initially uploaded is severely outdated. Will update once H19 is released.
  46. 1 point
    Yeah, definitely use .rs instead of bgeo if you want to do the instancing at rendertime. (use the redshift proxy rop). I attached an old example of doing it this way, should still work. (FYI the redshift tab may not have all the latest updates though since I created this a while ago) Alternatively, I find it easier to do instancing with redshift using the packed prim workflow with the copy to points sop. Create i@variant on both sides of the copy, so no stamping is needed. Turn on "piece attribute" in copy node Turn on "pack and instance" in the copy node Up at /obj level, on the geometry object you're going to render, which contains the packed prims: Redshift Tab > instancing > tick on "instance SOP level packed prims" rs_proxy_instance.hiplc
  47. 1 point
    I had the problem too and i think i discovered why ! The cells points of the RbdMaterialFracture are generated from a volume, so with a geometry with holes, it doesn't work. But if you scatter points ( input points or from attribute) from the geo itself, no issue! Tell me if i'm wrong
  48. 1 point
    It seems to work in all versions of 18.0.x up until 18.0.499. Up until then, somehow, the Transform Pieces node could apply non-named template attributes from a single point to all four wheel points. In 18.0.499 the points have to be matched by a name attribute for it to work. Possibly SideFX have fixed a long-standing bug or broken a normal piece of functionality. No idea which :-) car_rig_bullet_julian_18.0.499.hip
  49. 1 point
    You should be able to do this inside a pointVOP or an attribVOP. Pipe in your non-point deformed geo in the first input and point-deformed geo in the second input. Inside the point/attribVOP you can use a mix node with the "bias" set to some attribute of the input geo which can smoothly interpolate between the point-deformed and non-point-deformed geo.
  50. 1 point
    please take a look at the attached file. it´s an example how you could create bezier curves with arbitrary degree and another one relying on beziers in hermite form since you wrote about blending curves... petz curves_vex.hipnc
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