Jump to content

vinyvince

Members
  • Posts

    402
  • Joined

  • Last visited

  • Days Won

    13

vinyvince last won the day on August 24 2022

vinyvince had the most liked content!

6 Followers

About vinyvince

  • Birthday 07/12/1976

Contact Methods

  • Website URL
    http://fr.linkedin.com/in/vincentthomas

Personal Information

  • Name
    Vincent Thomas

Recent Profile Visitors

5,948 profile views

vinyvince's Achievements

Newbie

Newbie (1/14)

  • Very Popular Rare
  • First Post Rare
  • Collaborator Rare
  • Dedicated Rare
  • Reacting Well Rare

Recent Badges

131

Reputation

  1. there are many ways, but you could simply use attrib to identify your group assignation if you still want to use the resmeshgrid, which i will not myself
  2. You are probably looking for the minimal span tree , there are different algorythm, here's one :
  3. Is it possible , and with the HDK? Coudl you talk about please? and if not why Sidefx doesn't make it possible, this makes total sense no to be able to export UI part of the Houdini proceduralism ? There are more artist asking for interactive tool in Unreal and Unity than in Houdini... Best regards and merry Xmas Everyone! vincent ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas https://www.imdb.com/name/nm0859628/
  4. Since Houdini and Houdini Engine plug-in versions need to be consistent, frequent updates are a headache, resulting in a bunch of versions of Houdini installed on the computer. . . Compiling the plugin yourself coudl be a solution, process below: Compilation step Get HoudiniEngine source code Find the version branch source code you need, clone and download it Create a new empty C++ game project Create a new Plugins folder in the project directory and put the HoudiniEngine source code in it Select the project file XXX.uproject right click, Generate Viusal Studio Project Files Regenerate the Visual Studio project (because new code is added, the project needs to be refreshed) Set Houdini version number (very critical) Modify the Houdini Version in Source/HoudiniEngine/HoudiniEngine.Build.cs to correspond to the locally installed Houdini version At the same time, modify the VersionName in HoudiniEngine.uplugin to ensure the same version display in the UE plug-in panel to avoid confusion Compile the project Open the Visual Studio project file and set the game project as the startup project Select Debug Editor or Development Editor mode to compile Then start building and compiling to generate binary files Test Start the project, whether it is running normally Check if the plugin panel starts Houdini Engine Find an hda file, drag it to the scene, and test if it works Temporary workers become regulars The previous compilation process is compiled as a game project plug-in If the compilation is successful, you can copy it to the Engine/Plugins/Runtime directory in the engine directory However, it is best to clean up the xxx.obj and xxx.pch files in HoudiniEngine/Intermediate/Build, because the amount of data is large. . . Summary A source code, simply set a version number, can be compiled into multiple different versions of Houdini Engine Of course, the main reason is that the compiler automatically searches for the relevant header files and static libraries in the local Houdini installation directory through the version number during the compilation process. The version number is used to define the path that the compiler searches for VS compile log Therefore, if you don't find an official official compiled version that suits your needs, you can try to compile it yourself, or modify the source code. Stepping on the pit of the past At first, I looked at the official documents and said that it was compiled with UE source code. In fact, the distribution engine is also possible. . . The time and hard disk capacity required to compile UE source code is really a bottomless pit. . . (Jupiter) And the plug-in compiled from UE source code is installed to the release version, indicating that the version is inconsistent and incompatible. . . Therefore, it is best to use which version of the engine (release or compiled version) to use to compile the plugin. . . ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  5. Could i mention a new version of Houdini-engine or not? That would not be a luxory..
  6. Path tracing in Vex with #houdini #houdinifx This actually works now you probably not want to do this Video attached and Hip file : https://lnkd.in/dbUNkwUb 2022-10-14 22-13-58.mp4 ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas 2022-10-14 22-13-58.mp4
  7. Have you compared with the old classic DOP flip solver @Atom? The resuls looks all very very different like the example below ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas FLipLEGACY.mp4 FlipSOP.mp4
  8. You could force houdini to make all started sessions shared the same env. Python script 456.py is executed everytime houdini load a HIP (and 123.py for a new scene). You could load a custom desktop too if yours didn't showup automaticaly
  9. Epic show the way with auilding of a framework for custom Machine Learning deformation model, with result for realtime gameplay... You could easily imagine how much you could push the principle for non-realtime film VFX work... Notice the chest area especially. It is trained using the output of a FEM solver that preserves volume. A neural network applies per vertex corrections dynamically. You can theoretically train on any type of deformation. We can also simulate cloth deformations (without dynamics). " UE 5.1 will ship with a ML Deformer framework to build custom models and a new model we call Neural Morph Model. This allows high quality deformations in real-time. Character below uses ~1 mb of ML memory and takes below 100 microsecs on CPU and 40 micros on GPU. " https://t.co/HM5dy8q7jL
  10. Never noticed this post, Im not a small fluid expert but i will have go for another take. Maybe your problem should not be from fluid infinitely expanding but you might create all the way too much particles where not needed. The overall volume should ideally stay constant (at least for perception), the overall water volume not be created from nowwhere. Can't you not check if the particles speed or surface tension of particles is not too high so the drop should detach or from tendrils and no particles should be added? ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  11. Hola @konstantin magnus I remember a google demo and this other method . The point count will change during the transition of shapes, but the convex hull retains point attributes during the process, you can easily keep track of point id's to maintain a correspondence with the original mesh and use optimal transport Have a look at the work of the great Jake rice, i just found again the link, here is https://colab.research.google.com/github/jakericedesigns/Smooth-Shape-Blends/blob/main/notebooks/Smooth_Shape_Blends.ipynb#scrollTo=0eKI4oAAqo8X ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  12. * Better Python script editor. (with clean color coded syntax , similar to sublime with python module)
  13. I put this one here, in case someone need this kind of use with MRSI data or so.... volume_from_images.zip
  14. FEM Vs Vellum vellum_vs_fem.hip
  15. Yes, it's strange no? i haven't seen this before. Still speaking of the previous example, it might confuse some people that the channel CHOP has no effect currently. Just fix the output in the channel CHOP network
×
×
  • Create New...