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avak

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Posts posted by avak


  1. Hello,

    I have some cubes simulated falling down on the ground, I cached them and by for each loop isolating each cube, extracting each centered point of each cube's surface and copy a font node to these points 

    all seems good on frame 1 but the font is spining around normal of center points , "the normal is fine", so do i need to define up vector aswell to stick these fonts during all frames ? 

    if yes how to make up vector and if no need up vector what is the proper way for these situations ?

     

    thanks


  2. On 4/16/2019 at 5:37 PM, morn66 said:

    Finally I have found another solution that can achieve the same goal. Insted of creating the noise offset inside the loop, I use $FF to change the offset overtime. So I can set my Rop_Geo to render frame from 1 to 10. (dont need the loop anymore)

    Maybe it will work with what you want to achieve @avak.

    nice one, very clever


  3. Hello,

    one question, I created a fore each loop network and for each iteration I want it simulate one peiece from input and write the result on hard disk...seems easy but for me not too easy, please give me some guide

    I already created a meta data node and used its iteration number included the file name output in a  rop node (inside the loop)  but it seems it always record the first input result.

     

    how to do it ?


  4. On 12/15/2017 at 11:59 PM, Atom said:

    I am able to render just fine out of Redshift 2.5.49, on Ubuntu 17.10, using nVidia 1070GTX. I did have to visit the nVidia website and install the latest drivers via a .deb file.

    in

    Just to check if you found high temperature issues on your GPU while rendering with redshift,

    I am on centos 7 now and my card in idle mode is around 50 while in windows 7 it remain around 30.

    any app to install to manage the fan of vga like what evga or asus provide on windows?

     

     


  5. 36 minutes ago, Jesper Rahlff said:

    I am not sure if the uvquickshade is something that can run over each primitive, and I am not the best with Hscript (which is what you need for your string to work) however the workaround for this could be as follows:

    in primwrangle:

    s@texture = "yourpath."+itoa(prim(0,"class",@primnum))+".jpg";

    then in a primvop put down a texture node, and connect uv from global to uv on texture node.

    put down a bind and import the attribute "texture"

    pipe the bind node into the map slot on the texture node.


     

    I will try it now, Thanks

    ...Probably I am doing something wrong, 

    I followed the steps but still not able to read textures,

     

    questio.zip


  6. 22 minutes ago, Jesper Rahlff said:

    I am not sure if the uvquickshade is something that can run over each primitive, and I am not the best with Hscript (which is what you need for your string to work) however the workaround for this could be as follows:

    in primwrangle:

    s@texture = "yourpath."+itoa(prim(0,"class",@primnum))+".jpg";

    then in a primvop put down a texture node, and connect uv from global to uv on texture node.

    put down a bind and import the attribute "texture"

    pipe the bind node into the map slot on the texture node.


     

    I will try it now, Thanks


  7. Hello,

    I used connectivity SOP to create a class attribute for each closed primitives, so we have an attribute, class with integer number value assigned to it. then I have a uvquickshade to read a texture which its naming format is like this (color.#.jpg).

    now I have a problem with how to read this attribute (class) to be used inside uvquickshade node to read # and load textures.Seems simple but when I add it like this : color.@class.jpg or color.$CLASS.jpg or color.`@class`.jpg it doesn't work. Thanks for your help

     


  8. Hello,

    Is there a place that I can see and practice old-school methods and techniques,I mean mostly purely node base techniques or with old method of applying expression?,

    the reason I am asking it is I see most of the time, and quite recent years, in most of tutorials and examples masters share, there are heavy using of point wrangle and math, which I am not good at them never and sometimes it is disappointing to watch them:P

    I think I am brave to express this without shame :) and I believe for people coming from other software it also can be disappointing if not able to follow examples. so most probably I am not alone. 

    I know it really needs a lot of study at math to be good in Houdini but there are also other parts in this software that can observe users of other software to Houdini.

    Thanks

     

     

     


  9. 16 minutes ago, yglemarec said:

    oh sorry for my missunderstanding , i need to rise up my english level for the futur :)

    hope this file will help you ... even if noobini has ever done the job : just pushing further my "sort way mistake" to achieve same result with differents nodes 

    ++

    moveit-sort way.hiplc

    Thanks for the input I found something if you look at frames 1 to 10, the point number 89 is not moving , and moves after frame 11. then point 0 stops between frames 11 to 21 and this cycle continues.

     

     


  10. That's amzing for me fencer, I am very excited to learn houdini deep but just my mind is not good for math,  sorry for nob question how can I reveres the motion or spead up slow down it abit, I appreciate man


  11. Thanks for your opinions,

    Actually I am looking for a way so they move in 3d space rather than changing their point number,

    mathematically if I want to move a point from one position to another position I should multiply its initial position to a vector (a direction)

    please correct me if I am wrong. but how can I do it ?

    moveit.hip


  12. Hi I have a closed nurbs curve, then resample node, now how can I for example in frame 2 say point1 go to point 2 , p2 to p3 p3 to p4 ,...and again in next frame this continues? so basically every next frame every point goes to its next point position ?

     


  13. 2 hours ago, Sean-R said:

    Here's one way, I could get quite heavy though.

    I checked "Add ID attribute" in the flipsolver node, connected a trail to the flip particles and chose how long I wanted the stream to be. Then I dropped down an add node, set it to group by attribute and set it to ID

    5a2e21a10e498_Screenshot2017-12-1022_11_24.thumb.png.1b310c4acc5dc9094a58d60b51fca74a.png

    Hi, That's a nice method, but the problem is it is recreating points instead of using simulated points and so it will lost the natural look of the fluid looking stream,

    I am instead looking for a way to group our simulated points in a way we can then produce curves from them.

    _ I am thinking this way but am not sure how to achieve or if it gives the look I am looking for, first by making a regular particle simulation and using the volume of previous fluid simulation to advect particle simulation.

    but the ideal way could be grouping simulated points.

     have any idea?

     

     

     


  14. Hello,

    I have a simple scene, by sourcing a sphere and particle fluid simulated from it's surface down.

     at the end I have particles_fluide simulated.

    Now I want to group these points and using an ADD sop to make poly curves,..but how to make them grouped nicely so they don'nt be connected together randomly?

    Thanks,


  15. 8 hours ago, garf said:

    How about just doing a sim as you normally would be then using the VDB tools to sculpt it / smooth it into a less defined shape?

    Thanks, to achieve a still image the method you mentioned will work, but for a sequence, if we could tell vdb to look at a specific shape and it tries to get to that shape at all frames it would be a solution.

    Does it make sense?

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