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vinyvince

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vinyvince last won the day on January 22

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About vinyvince

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  • Birthday 07/12/1976

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    Vincent Thomas

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  1. Can I use the CHOP nodes to deform a line?

    Please don't take my advice as an offence The first 2 things you should do when leaning Houdini or any other software, is first learning the fundamentals by looking carefully the documentation and second practice by yourself. And not to bug this channel every second you get stopped.I also get stop 10 times a day, everyday since i start working a long time ago, and hopefull for everyone i don t post here Regards
  2. object thickness

    So Far i was using this method in VEX to measure a thickness value, blur it after but as i could see some inconsistency, im looking for a more precise methods without having to do a render/baking... Below is my actual code. Any suggestion for improvement? -------------------------- Measure Thickness -------------------------- vector dir = normalize(@N) * -chf("rayLength"); vector hitPoint; float hitu, hitv; int ray = intersect(0, @P + dir*0.01, dir, hitPointt, hitu, hitv); if(hitPt != -1) { f@meshThickness = distance(@P, hitPoint); @Cd.r = f@meshThickness; } else { f@meshThickness = 0; ____________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts (Available shortly) http://fr.linkedin.com/in/vincentthomas https://www.imdb.com/name/nm0859628/
  3. Select Outside Edges Only

    I tried a different approach on our couple Pig & Squid, i could get large polish hard surface plate but still like to find out , hmm. ________________________________________________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts (Open for new opportunity) http://fr.linkedin.com/in/vincentthomas http://fr.linkedin.com/in/vincentthomas
  4. Select Outside Edges Only

    Answer to one of my own question, just remember the RBDcluster actually allow to have more control of the cluster area definition... No really impressed too by the SideFx Lab subdivid lot...
  5. Select Outside Edges Only

    Hey guys To fix some Voronoid cluster issue, im trying to heal some edge hole problem in the middle on my assembly. I was thinking to go from world space to a planar UV space to extract the boundary of my mesh but the polyexpand2d fail to works and Is that expansive to do a loop check for all possible prim group and keep the latest one? In planar, i think i could isolate the disconnected pieces, do a bound with a rectangle, resample it than do a ray sop to wrap and get the outside border. I guess it should work Overall, if i tried different approaches from building these procedural patterns, in this setup im using something similar to Matt Estala Voronoid setup for H17 as a base https://www.tokeru.com/cgwiki/?title=Houdini As soon as the number of scatter points increase, It creates all these disconnected problems shown here which i didn't expect for such a basic setup... I wish i could also have scales xyw attributes to have a slighty better control for the cluster shape like in the old h16 voronoid Did i miss something? How you usually deal with that on a custom input form. using Voronoi (Here i tried to avoid, VEX define pattern, Cops, Pop) Thanks guys, take care ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts (Available) https://www.imdb.com/name/nm0859628/ http://fr.linkedin.com/in/vincentthomas
  6. Rain water drips

    Great setup to start! Now be carreful using the popadvectbyvolume and a raysop in this way create strange behaviour and you can t get some stream leaving the surface too. . Another condition should be added based on the slope, velocity or accumulation. You could add more friction on the group, stretching the scatter box along the velocity with a wrangle like : vector v = v@v * @TimeInc; float d = dot( normalize(v@v), normalize(v@N) ); v@P += v*d * chf('mult'); I added some wind force with sin and cos based on @F myself to kill the straight and parallel streams than a prop wrangle to decrease the same after the Pop replicate (@pscale *= 0.95;) to mimic the form of a drip water sliding . In this setup, in SOP the pscale is override on one stream output by the age, so another wrangle will be needed i guess. Atom anyway knows much more here ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  7. A super charged "Lab dirtskirt" ? I guess there already a way to create this fillet surface, sample the pixel shading values for each surface and do a lerp to blend based on the relative between each surface using xyzdist(); primuv(), uvsample()...? Video attached pcVUC0T8Oa9auTuZ.mp4 ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  8. Pagoda Roof tiles

    Hola There are different way, just did a quick try for fun and without making thigns too complex or VEX math base, the Rail tool could do that. The 2 rails should only have the same number of points. ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  9. Individual HDA BETA v1.00 (app inside Houdini)

    Thanks you for making this open source, respect for your decision. I have to try it out but your tool pick my curiosity and looks for sure quite useful ! Thanks you so much , i love Houdini as mush as its community ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  10. On one hand, you have a dual config, with same or more cores but(slower single core speed) and xeon tech with ECC ram and on other hand , newest AMD with non ECC ram and different architecture, specs, internal speed... On the daily usage, would one be much better than the other? Thanks
  11. Hey guys Never like talking too much about but will you go for an "old" HP Z station DUAL Xeon 16 or 24 cores with ECC ram (128) or go for a single CPU AMD 3950X 16 cores with no ecc ram and maybe 64 instead of 128? Any word on fujitsu pro station? cheers for your feedback ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  12. You could, for example, extract every piece in a loop, create a group with unshared edges, fuse, then create a second group which could do combine with the first one to isolate the offending edges. Then disolve ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  13. Tesselating spheres

    Im tunning this neat old little trick in h18, but not circle are copied to every point, can't see the reason and will be curious to know why? v*
  14. Procedural robots

    Yes, it should. Usually, they come in pair Hip file attached ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas Human_Lsys.hipnc
  15. Procedural robots

    For procedural hard surface design work, Simon show a more interesting idea with going back and forth SOP and COPS with UV. You could use the work detail on a planar by going from UV-->P and going back with the rest position P after. Labs has also some great tools in this idea. Voronoid , cluster or even Lsys could be great to define your main blocking shapes here a human squeleton in L sys [F [H] [A] [SA]]|[H [L] [SL]] S =| " (-1);(-1 ) L =---H+++^ F&&F ^^ H A =---H---& amp;F ^^ F ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas
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