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LukeLetellier

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LukeLetellier last won the day on May 9 2018

LukeLetellier had the most liked content!

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About LukeLetellier

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    http://www.lukeletellier.com

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    Luke
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    Portland, Maine

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  1. List of "." "../" Type References

    Great information. Thank you!
  2. I wasn't sure how to phrase this, but I'm looking for a list in the documentation that outlines all of those quick relative references/shortcuts for referring to other nodes in expressions, along the lines of "." and ".." I'm specifically looking for a relative reference to the node that wires into the current node, so if there's a list of those hidden in the documentation somewhere, that'd be swell. Thanks! Luke
  3. H17.5 Launch Event March 7

    Spotted on Twitter. Do you people sleep?!
  4. Houdini 17 Wishlist

  5. Here's the end result; thanks again for the help!
  6. Yup, you're right. Everything works as you mentioned! I don't even need to split them apart manually at all, as the OSM importer already generated an attribute called "highway" that I can use. Thank you Henry!
  7. How does one enable "Use SOP Path"? Its grayed out on my end. I've tried enabling the other options, thinking that one of them would do the trick, but I can't find the magic button. Thanks! Luke
  8. Hello, I have a large group of road splines (generated by the lovely OSM Importer), and I've separated them into primitive groups based on their function (highway, residential, etc). I'd like to export all the road splines in a single alembic file (or another universal file format) in such a fashion that when it is re-imported (in my case, into C4D) the different splines are separated into separate Alembic spline objects. Currently, they import as a single object (even when I try importing them back into Houdini). I've also tried exporting them as point groups, but still they come back merged as a single object. Since there's thousands of splines as part of the OSM file, I can't simply split them up in C4D post-import & manage them that way. The only way for sure I know now is to export each spline group as a separate Alembic file (10-12 files total), and bring them into my scene one at a time - but I'd much rather have just one file. Demo file for testing: hSpline_Export.hiplc Demo Scene Node graph pre-export: Demo Scene Nodes once they are reimported as Alembic: Any thoughts? Thanks! Luke
  9. Fabric Engine no longer being developed

    Since they don't mention anything about why they're no longer developing, I'd say they were bought out.
  10. Wire Sim with Changing Point Count Source

    Thank you! After a few more adjustments, this is working great.
  11. Wire Sim with Changing Point Count Source

    Thanks for the file! The latter option of a sim with grains & constraints sounds like the best possibility for what I'm after (something akin to a spider-man web-sling effect), but would still present a similar challenge. In my original setup (attached), a pop emitter shoots out initial particles, a wrangle draws wires from each emitted particle to their sourceptnum, the wire is resampled as it gets longer, and the result is fed into a DOP wire solver. But, with multiple wires being resampled simultaneously, the point numbers change, and the solver is no longer sure where one polywire end and the other begins. I'm guessing I'd run into a similar issue with PBD. WireSim_Letellier.hipnc
  12. Wire Sim with Changing Point Count Source

    Oh gosh, if you don't know, then I don't think anybody does!
  13. Wire Sim with Changing Point Count Source

    I'd like to perform a dynamics simulation on a wire that I'm growing in length via SOPs, but the wire solver doesn't appear to be built to take in a changing-point-count polywire as an input, as everything goes haphazard very quickly. Is there a known work-around to this? Thanks, Luke
  14. Object Buffer/Alpha Matte/Object Id

    Did you find an answer to this one?
  15. H15 Pyro Now Broken

    Thanks; it seems to be related to the source volume for temperature & fuel; by scaling them down from 1 to .2, things look much closer to what they did before. Still some tweaking to do (isn't there always?) but it's looking a lot better.
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