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reyan

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About reyan

  • Rank
    Peon
  • Birthday 05/04/1978

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  • Name
    Leonardo
  • Location
    Bruxelles
  1. Hello magicians, i'm trying to do a curve collision in VEX, using volume sample and volume gradient for calculating collisions. i would like to understand how implement the original curve restlength in my VEX code, as you can see of course the curve stretch until now. Any suggestion, link, idea ? Thanks in advance collision_test.hip
  2. Python in Houdini Question

    Hi guys, is there a way for select a node inside an OTL via Python, without dive in ? I have an OTL with this code piece of code: ... geo = node.node('./OUT_both') geo.setCurrent(1,1) ... Doing in this way, Houdini dive in the OTL, is there a way for avoid this behaviour ? Thanks
  3. Multisolver Inputs

    Hi, guys i would like to create a Digital Asset with the same multisolver input look, so two input one normal, one multi. Anyone know if and how is possible to replicate this kind of inputs ? Thanks in advance
  4. VDB Points?

    That's exactly what i'm looking for, do you have, some examples ? Or Links ?
  5. Transfer point order by UV

    It works, thanks guys!
  6. Hello guys, i'm breaking my head on a problem, that probably is very easy to solve. I have a FBX of a character in TPOSE, and i want transfer the point order from this FBX to an Alembic animation of the same character. The only stuff that i can use for transfer is the uv that are exactly the same. The topology is the same. So basically i want transfer the point order based on UV, is that possible ? Thanks in advance
  7. Best NPR ever

    I saw this link: http://blendernpr.org/chibi-ryu-realtime-outline-shading/ And it's the same method that they use in GDC talk, but in Blender. I'm quite convinced that's possible achieve the same result in Houdini
  8. Best NPR ever

    The GDC show is very interesting ! I didn't see, thanks for the link. It's a big plus that every works in realtime, i would like to have some time for test this solution in Houdini Abvfx, that's true, but i was thinking to build the setup for the normals in a Wrangle SOP
  9. Best NPR ever

    Just amazing ! http://blendernpr.org/edge-node-v1-2-4-july-2015/
  10. Hi, i'm tryng to convert a Curl Noise 3D inside a point VOP in local space, but for now no way. Could you someone give me a hint or suggestion ? Thanks in advance
  11. Matrix in wrangle SOP

    That's exactly what was looking for, thanks both guys !
  12. Matrix in wrangle SOP

    Thanks, but maybe my code is a bit different let's see: v@up = {0,1,0}; @N = normalize(@N); v@binormal = normalize(cross(@N, @up)); @up = normalize(cross(@binormal, @N)); matrix3 mat = set(set(@N.x, @N.y, @N.z),set(@up.x, @up.y, @up.z), set(@binormal.x, @binormal.y, @binormal.z)); float angle = chramp("ramp", ch("turn")) * radians(360); rotate(mat, angle, set(@N.x, @N.y, @N.z)); @orient = quaternion(mat); //@P *= mat; float ramp = chramp("roll_on_path", @roll); If i set P as you suggested works, but with weird result, seems that the rotation happen in world space and not with the matrix that i defined by hand; But i'm using @orient for pass data to copy SOP, in this case doesn't work... I attached the HDN file for better explanationroll_test_tmp_002.zip
  13. Matrix in wrangle SOP

    Hi again, i'm tryng to add a rotation to my path, so after matrix definition i have this code: rotate(mat, angle, set(@N.x, @N.y, @N.z)); This works, and rotate the profile on the path by angle, but i would need control rotation with my spline ramp defined by float ramp = chramp("roll_on_path"); How can i do that ? ​Thanks in advance
  14. Matrix in wrangle SOP

    Rows order is is another quite painful issue outside matrix creation scope Absolutely Thanks!
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