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julian johnson

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julian johnson last won the day on May 19 2019

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About julian johnson

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  1. Velocity Volume To 8bit RGB Image Slices?

    Tomas thanks so much. That is exactly what I need :-)
  2. Velocity Volume To 8bit RGB Image Slices?

    Thanks Tesan, that's definitely food for thought :-). I can definitely 'see' the V plane now....I'll see if I can understand what you're doing with the gamma/colour correct. I need to be able to unpack the image data at the end back into the original velocity values and reconstruct the original velocity field.
  3. Velocity Volume To 8bit RGB Image Slices?

    Thanks Tesan :-). That's been the scene I've been playing with this afternoon from Jeff Wagner: https://www.sidefx.com/forum/topic/25607/?page=1#post-118620 but I can't figure out how to get the velocity to show. Here's what I've been doing to that scene. Being very thick on this one... cop_volume_slice_attempt.hipnc
  4. I need to create an image sequence representing the slices of a velocity volume as normalized, positive 8bit RGB values in a .raw file. I'm pretty sure it's possible with a cop2network and a vopcop2gen (and I've seen a couple of scenes that do this for a density volume) but I'm totally unclear how to read the velocity into the vopcop2gen and then iterate over the velocity slices and make the appropriate conversions. If anyone has any pointers they would be gratefully received. Documentation seems quite thin. I've tried using V as the image plane in vopcop2gen but just get a blank... Julian
  5. camera track to object track

    Whilst Tomas's is as elegant/definitive as it gets if you were inclined to use either vex or chops (and, realistically, you probably never would!) here's a scene with rough workings for a vex version and a chops version... vex_and_chops_camtoobjtrack.hipnc
  6. [RBD] Glue constraint on constantly spawning geometry over time

    I'm sorry, I hacked apart your scene quite a bit just to see what was going on. Your original scene could be fixed without all those changes. I've attached it below with the minimum of 'fixes' and without the pop emission. Essentially, the mis-alignment of the packed pieces and the constraint geo was down to a few things: 1) the constraint geo needs to be at the rest position of the packed pieces as you saw with the additional wrangle 2) I reset the glue constraint relationship to more or less default with additional strength 3) I ensured all the constraint geo existed on frame 1 with a timeshift and only pulled in the constraint geo on frame 1 to the sim not every frame. All this is based on wonderful responses on this topic by Tomas Slancik: https://forums.odforce.net/topic/25792-emit-packed-rigid-bodies-efficiently/ https://forums.odforce.net/topic/25634-emit-multiple-packed-primitive-with-constraints/ Without these, I'd have no clue. It was Tomas who in the first thread demonstrates that using Pop Source is the most efficient way to emit packed pieces... Constant_Spawn_COnstraints_origfix.hipnc
  7. [RBD] Glue constraint on constantly spawning geometry over time

    This might be what you mean/need? Constant_Spawn_COnstraints_v002.hipnc
  8. RBD rotation constraint

    Hi Eric, I think this page is a great introduction to the wild and wonderful world of constraint geometry: https://www.sidefx.com/docs/houdini/nodes/dop/constraintnetwork.html In the scene above the constraint primitive (a simple two point poly) is manually placed at the centroid of the packed box. One point of the primitive references the name of the packed piece, the second point references nothing. By referencing nothing that point becomes a world space anchor - the other named point is bound positionally to that anchor and becomes the de facto pivot of the packed object. That's all there is really. You can, of course, offset the constraint geometry which effectively offsets the pivot of the packed object. See scene below (the scene also contains an alternate way to handle rotation back to rest via dual constraints rather than manipulating angular velocity). rotate_back_to_rest_rbd_offsetpivot.hipnc
  9. RBD rotation constraint

    Here's quite a crude way to rotate back by countering the objects orientation with it's inverse and using drag to control the spin... rotate_back_to_rest_rbd.hipnc
  10. Hi K'n'K, glad you liked it. I'm in the middle of a job at the moment so I can only give you brief pointers. You are right, though, I think it can all be done in the distance travelled CHOP. For reverse you need to establish some concept of what constitutes forwards and what constitutes reverse. I think using the tangents of the path curve and bringing them into CHOPs would be the way to do that - then compare the slope vector with the tangent vector. A dot product between the two would give less than 0 for reverse and greater than zero for forwards. Then just multiply the result of the area chop (length) by -1 to negate if you want to reverse (using the dot product to tell you whether you need to). For wheelspin I think a simple animated add to the length chop would do (for a manual spin) or using the acceleration to procedurally increase the length if it goes over a certain threshold. CHOPs are fiddly so it might take a few tries to get it right!
  11. It's been a while (!) but here's an interim development of the original double wishbone chassis concept. Now you can fully adjust chassis to match car - it's all done via names - so you can transform the model in any way you like (just don't change the point numbering as constraint naming is based on point numbers). Effectively bullet is used to make the constraints easy and the only real simulation is on the wishbone springs. Wheels are pre-animated along a path and then adjusted for roll, ackerman steering angle (inner and outer wheels at different angles). Still quite tricky to adjust the sim because mass, spring strength/damping, load transfer and conetwist maximum angles are all interrelated - change one and you need to change all the others! This test Porsche is overly springy to illustrate the basic concepts at work especially the load transfer forward to back. Needs more work on rest to action transition period, too! To change the car simply bring the new car and wheels into the chassis node and swap out, make sure to transform chassis geo to fit. Change path, collision ground as you see fit.... car_rig_bullet_julian.hip
  12. PolyBridge in For-Each Loop

    Does this do it with PolyBridge? No for loop required... MOD_Hex_Offset_01_bridge.hipnc
  13. This is a very rough hack of your straight setup but might give some ideas - you'd have to set your own scheme for how to create the curved paths and where to generate the offshoots...in this example it's very rudimentary. Intersecting_Lines_with_curl.hipnc
  14. Vellum hair - custom attribute for bendstiffness

    Not quite sure what effect you're going for, so I may be completely minsunderstanding your setup but it looks like i) your limpHair attribute was a point attribute which really needed to be on the constraint primitives and ii) your Sop Solver was not acting on the Constraint Geometry (and also not really transferring the limpHair attribute over to stiffness. I've changed all of that so at least you get a 'reaction' to your growing @wet attribute. As I said, may not be what you were after.. FurSetups_v003.hipnc
  15. Neighbour count doesn't seem(?) to work?

    Make sure in your countneighbours vop you plug in OpInput1 into filename like this:
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