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dchow1992

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Everything posted by dchow1992

  1. update corresponding parameters tab

    I think you need to use setCurrentNode() on the network editor
  2. Changing constraint_name Dynamically

    I did something similar before, by switching first to unbreakable glue, and then tracking age + speed on those constraints to switch them back to spring and it seemed to work pretty well in terms of avoiding entire areas collapsing constantly if the switch from glue to spring was instant.
  3. FLIP Divergence Question

    you have to check on add divergence field on the flip object.
  4. RaySOP behaving differently than VEX intersect()

    2 things when you reference your own attributes for the first time in a wrangle you need to declare the type v@rdir instead of @rdir, which actually evaluates to (@rdir.x, @rdir.x, @rdir.x) and then the length of the direction function parameter dictates the max distance that the ray can look for collisions, so in this case you need to multiply it by some scalar so that it can travel far enough to reach your obj.
  5. Low to High Res DOPs | Creating New RBD Objects Per Frame

    you're close, you just need to delete the pivot attribute when you're importing your rbd sim as points the copy sop recognizes that attribute and the geometry you are copying onto the points isn't in the same rest position as the proxy object it is inheriting its orientation from. also take a look at rbd packed primitives if you want, they are generally the more modern way to do rbd sims
  6. varying @vel from @vel to 0 across a velocity volume?

    v@vel *= fit(length(@P), 0, circumference, 0, 1); length of P gives you distance from position to origin, if your circle isn't origin centered then you need something like length(center - @P)
  7. Copy group in vex?

    nvm
  8. OBJ transforms to points

    you can also apply the transformation after the copy sop which might give you a little more control matrix3 x = primintrinsic(1, "transform", @ptnum); setprimintrinsic(0, "transform", @ptnum, x); @P = point(1, "P", @ptnum); where input 1 is your object merge
  9. Cloth to Alembic - UV Missing

    i see the same uvs on both meshes in maya 2015
  10. rotate with vex around axis next to the object

    offset position, rotate, subtract offset
  11. Infect code confusion

    the first statement is there so that you only run the code on non infected points since you don't need to infect already infected pts. if you are running this on millions of pts you'll see a performance gain
  12. Infect code confusion

    you are opening your point cloud around points that are infect=0. when you set @infect = 1 you are setting the attribute on the current wrangle point, not the foreach point. you are looking around the current wrangle point for infected points so that you can become infected also
  13. houdini depth and maya depth

    if you export it yourself in the shader as a custom attribute and compensate for the scale change (cm -> m) either there or in nuke you can achieve closely matching values
  14. Stacking, python to vex

    //point wrangle @P.y += v@scale.y; not sure if this is a small example of a larger problem you're trying to solve. sorry if this is obvious and not what you're looking for if you still want to use a detail wrangle for (int i = 0; i < (@numpt); i++) { vector pos = point(0, "P", i); vector scale = point(0, "scale", i); pos.y += scale.y; setpointattrib(0, "P", i, pos); }
  15. you can use setattrib to set point attributes ex: int newpt = addpoint(0, @P); setattrib(0, "point", "pscale", newpt, 0, @area); removeprim(0, @primnum, 1); make sure you have pscale on your points edit*couldn't resist trying to make something kinda slow though, i'm sure there's a better way sphere_packing_005.hip
  16. you can test it against an sdf of the boundary each frame if you've never used an sdf before, it's a volume representation of a shape with negative values on the inside and positive outside within the narrow band. there's built-in vex functions to sample volumes and in the file I use the border of the sdf to control the displacement vornoi_growth.hiplc
  17. Constraints Between Fractured Objects

    at the simplest level constraints are just connected points with different name attributes. in my file I change the name attribute so that there are only 2 unique names that connect adj pieces can create connections between. Then replace the name attribute to what it was initially so bullet knows which packed pieces to constrain in dops. There is a bullet masterclass out there that is great if you haven't already checked it out constraints.hip
  18. DOP POP curl noise question

    can you post your file
  19. DOP POP curl noise question

    as a workaround you can try to take one frame of your converted vdb and point deform your converted vdb using the original geometry, assuming the original geometry has a stable point count. then you can use your deforming static point count mesh to generate the rest position.
  20. DOP POP curl noise question

    you are able to use sop attributes in dops just bind the attribute in your pop vop (assuming it exists on the geometry) and use it the same way
  21. DOP POP curl noise question

    use a "rest position" to lookup into the noise. rest_noise.hip
  22. [SOLVED] Viewport True Color?

    as a workaround you can put a white opengl constant shader on your object, I don't know why but it seems like the default opengl shader color is < 1 and is tinting the point color. edit* actually if you go to viewport display options > effects there is default open gl shader in the material section and it's (.4,.4,.4) so you can change it there instead
  23. you don't need to do anything, attributes that are packed inside geometry will be there when you unpack it. the transfer attribute parameters are for attributes that you need access to while the geometry is packed or to carry/overwrite attributes from packed prims to unpacked geo. so for your case you should remove uv from the transfer attributes parameters on the assemble and unpack sops
  24. VEXing array question - SOLVED

    if you don't declare the attribute type the first time you call it it defaults to float
  25. Object facing vector

    hope this helps matrix_ops.hip
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