
jonathantopf
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1 NeutralAbout jonathantopf
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Name
Jonathan
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London
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perfect, exactly what i needed!
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Hi there, I've created a material that contains an inlineCode node with some vex inside. I'd like to be able to create a generic version of this node that can be re used but there are a few problems. when i add inputs to the node they inherit the names of their input, I'd like them to be generic, i.e. "input1" rather than "product" if i connect the output of a multiply node or "s" if i connect a texture coordinate. Also as the node just creates code any variables contained within are placed in the resulting code verbatim and if i have many copies of the inlineCode node with the same contents then I get clashing variable names. Has anyone done this? or does anybody know where to look for docs on createing new vop node templates that are more flexible. Cheers jon
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recursive for each generation
jonathantopf replied to jonathantopf's topic in General Houdini Questions
genius, thanks! -
hi there, Im trying to create a network that creates rocks ballanced on eachother recursivley. cirrently I have a nice workflow for creating rocks and my next idea was to use a for each loop which loops over a random number, each time creating a rock ontop of itself. My idea was to have the for loop itterate on its own points, i.e. i supply a mesh, scatter points on it, create a rock at each point, then the scattered geo is merged with the original geo and repeated N times. I cant find a way to do this, is it even possible? Thanks!
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extrude pill shape allong particle trail
jonathantopf replied to jonathantopf's topic in General Houdini Questions
Interesting, I'll look into why my lines arent playing nice Thanks for the help -
extrude pill shape allong particle trail
jonathantopf replied to jonathantopf's topic in General Houdini Questions
works a dream for one curve but for many in one piece of geometry it explodes, I'm still investigating -
Ive just created scene where a particle sop leaves a trail that I turn into a bunch of poly lines. I'd now like to extrude a tube allong each of these poly lines with a rounded cap, like a pill shape only one that curves as the line does. I'mfinding it a surprisingly difficult thing to wrap my head arround this morning! I've attached a screengrab and scene file of what I have so far: Thanks! trail.hip
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again, genius!
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This is almost working very well but now I'm having problems where if I ise a point wrangle node the new J points are not moved with the rest of the points when I modify P, any idea why this could be? Try sliding the grav vector attr in my scene's point wrangle node Thanks! point_problem.hipnc.hip
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genius thanks!
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Very Interesting thanks, the J attribute option worked best I think, do you know if there is a way to use this mechanist to just add some sort of 'end' attribute to the end points, infact a vector woudl also be handy while I think abuot it
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Im looking for a way to separate the end points from all other points in an lsystem so I can copy some geo accross the tryy but only to the last points on each branch. I cant work it out its diving me mad, has anyone else done this before? Cheers jt
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Wow so many responses! I invented another solution also as i realised I ddint need all the circles in the center as the whole thing wold be extruded: Heres my workflow: Create circle Scatter points on circle Sort points radially using expression: atan2($TY, $TX) using a vop sop work out the distance between each point and its clockwise neigbour, add a radius attribute thats 1/2 that distance, then move current the points position in the vop sop to the center point between the itetrating point and it clockwise neigbour. use a copy sop to copy circles to each point and stamp the radius value to the circles radius Hope that makes sense! I actually think some of the answers above look nicer but my solution is ligher on the geo so imgoign with that for now, thanks for all the responses!
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Hi there, I'm trying to create a bundle of wires and cant find a way thats quite satisfactory. I have found lots of ways but they all end up with intersecting geometry. What I'm doing currently is doing a scatter over a circle and copying random sized circles over the scattered point and extruding that, bviuosly this leads to intersecting geo. I jut cant think of a way to create points that tesselate properly. With that in mind how would anyone go about creating a cross section like this to extrude? Thanks!
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adding a tranform sop changes Cd values
jonathantopf replied to jonathantopf's topic in General Houdini Questions
i think this is as only the red, i.e x channel is non zero, so if you transform along the x axis then you are transforming two 0's which will when rotating will always be 0, very clever actually, I never thought of a color in this way before