Jump to content

Atom

Members
  • Content count

    3,324
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    110

Atom last won the day on January 4

Atom had the most liked content!

Community Reputation

1,194 Excellent

About Atom

  • Rank
    Grand Master

Contact Methods

  • Website URL
    https://www.atomicperception.com/

Personal Information

  • Name
    AtomicPerception
  • Location
    Columbus, Ohio

Recent Profile Visitors

12,696 profile views
  1. Redshift...euh why are you...

    One thing you could try is to export all (or most complex) of your geometry as a .rs file, if you have not already. Then Redshift will read the geometry from the disk and not have to request the geometry through the Houdini API, which might be a single threaded process IDK. This API request might be part of the slowdown.
  2. If you have connected the texture directly to the output, then no lighting is calculated. Try putting a material between the two nodes.
  3. CurlNoise + Vex Help :(

    You could call the more extended version of curl noise directly. There is a periodic version that might help with the tiling. You need to include the voplib.h to access these extended functions, which are basically what VOPs wraps. vector freq = chv("Frequency"); vector off = chv("Offset"); #include <voplib.h> vector noise = vop_curlNoiseVP(@P, freq, off, { 0, 0, 0 }, "pnoise", "", 3, 0, 1, 0.5, 1, 1, 1, 0.0001); // Laydown along an axis. v@N = cross(noise,{0,0,1});
  4. Closing an eye?

    Getting closer with a little vex and a group select around the eye.
  5. Closing an eye?

    Close, a dragon's head. All triangles.
  6. Closing an eye?

    I have a character model who has eyes. The eyes are locked open. What would be the easiest way to simulate an eye blink or closing of an eye?
  7. Split Curve Trail decay

    As is, you can use it to highlight a font.
  8. right vex code for velocity to particles

    It looks likes you are setting the velocity after the simulation. That won't have an effect on the particles inside the popnet. Try moving the popnet to the end of your network chain.
  9. generate to fill up wire curves in tube meshes

    What if you try generating them in a straight line, then use the pathdeform node to bend them along the curve?
  10. On the PopSource you have to set your source emission type to points, not scatter. On the Birth tab place the expression on Impulse Activation, not Constant Activation. Set the impulse count to 1 and constant count to zero. ap_Question_emitParticleAtFrame.hiplc
  11. You can use an expression on the activation field. Try something like this... if(($F==10) || ($F==15) || ($F==25),1,0) The double pipe symbol means "or".
  12. Slow-motion Tire Burnout

    Here are a few more links relates to tires. https://www.sidefx.com/forum/topic/67731/?page=1#post-287800
  13. KineFx loop animation

    You might want to try something like this but use a Timeshift node instead of Retime. Shift time so the second input to the skeletonblend will be the final pose that you want to loop upon. You can even drop down a RigPose node to tweak the final pose for best blending. Animate the skeleton blend bias at the right time to take on the final pose.
  14. Dynamics Tendrils Anemone

    That setup is easy to modify. Here I've converted the leaf to tubes and added a single collision object. ap_vellum_anemone.hiplc
  15. The use case that I am pursuing is using the Labs toolset to export the VDB points (not volume data) as a hbjson file. This is readable using the Labs Niagara plugin for Unreal. It's a way to export points from Houdini pyro, and use them in a particle system point source inside of Unreal. Check out Simon's tutorial on the topic. https://www.sidefx.com/tutorials/realtime-fx-with-niagara-ue4/ You can download the project files and review his HIP setups.
×