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About jim_johnston

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  1. Solver delete frame

    ok that was simpler than expected, haha delete '@frame<($F-50)' 50 being the offset...
  2. Solver delete frame

    Hi all, Made a simple noise effect on a line using a solver to duplicate transform and merge previous frames. How do I go about deleting a frame which has iterated say 50 times? To limit the effect? EDIT: I have created an pt.attribute called 'frame' which adds a number for each consecutive frame, but obviously if a say delete @frame<50 it will just cease creating new frames rather than deleting old one.... hmmmmm I think I have a solution.
  3. Grid Based Glyph Generator

    ok this had me scratching my head a bit. for the diagonal section ive used a copysop and switchsop to switch between two diagonals which are copied across the grid using the primitive number. now obviously when i copy this set again across a grid its going to give the same instances of the pattern. so for the first time in my houdini learning, i've had copy stamp a copy stamp
  4. Grid Based Glyph Generator

    Fantastic, never used the carve tool like that before and that VEXsop is going to help me forever haha. Thanks!
  5. Grid Based Glyph Generator

    Thanks Shaun! Will take a look in a sec, just an update, figured out a solution to the cross over thing here. I basically made two primitives based on the original grid slanting both ways then used a switchsop with a random stamp based on primtive number. again, a bit rough but it works. I'll attach the hip tooooo. glyph..hip EDIT: small correction, should have stamped the switch to the lower copysop. the diagonals are the same for each (even though some get deleted)
  6. Hi all, I'm trying to make a glyph generator based on a 3x3 crossed grid. This is where I have got to so far. The way I've created this is pretty rough. I made a grid, divided it, flipped it, merged the results, fused, converted to wireframe, assigned random colour for primitives, delete by colour, stamped with copySOP. Instead of converting the edges to a primitive, i would prefer to assign a random attribute to the edges and delete them on that basis. But my knowledge has hit a wall as edges aren't really attributable according to the geospreadsheet. Further, I need to figure out a way to identify when a 'X' happens and delete one of the edges. Maybe I could fix this further up the tree by stamping a grid which randomly flips a divided cell (rather than flipping the whole grid and merging+fusing them). If anyone has any pointers let me know, I will also attach the hip too. Hope I make sense! Cheers. glyph.hip
  7. Reference node name number for expressions

    Ha the devil is in the detail. Now I have this set-up, is it possible to make it even more procedural by setting the amount of node chains to the number of characters from the font node? Some sort of For Loop maybe?
  8. Reference node name number for expressions

    Nice one, got some help on the IRC and keyframe pointed me to the opdigits function too, but I missed out the pesky ' and only put @textindex=opdigits("."). Very useful function..
  9. Hey all, Im about to make a RBD emitter for some typography. I'd Like to know if there is a way to reference the number of a nodes name (e.g. blast1, blast2, blast3) within an expression (something like @textindex=@blastNUMBER??) to save me manually typing which group I would like to isolate? Cheers Jim
  10. melting a textured object with FLIPs

    Yeah it's a little slow, but the result is pretty good! Thing is my model has an ugly uv layout, prob would need 20 or so separate objects haha. There must be a way around this? Guy who's video I sent said there were no issues with seams. The way ive done it is choosing 'surface sop' for the flip solvers initial data type, which keeps all UVs but behaves a lot differently because obviously it just computes the surface of the object (no fills). I just bought a flip tutorial set from luxx, need to go through it and ill report back. Think I'll sort out my UVs too!
  11. melting a textured object with FLIPs

    Any solutions to this? I see its possible, but im not sure how?? https://vimeo.com/113844471 The guy said he'd post a breakdown, but has yet to. The biggest clue is "my source was points from volume after i set my source i attribtransfer ( uv) from my obj to this source after the meshing again i transfer uv and v from my cached file But a lil note in this attrib transfer my max sample count =2000" But im not sure what he means, maybe someone here could extrapolate?
  12. Footage as Shader/Texture

    That was so simple, don't know why I didn't think of that! Cheers
  13. Hey all, Anyone know how to reference video footage as a texture within Houdini? I know you can only input image sequences using CHOPs but even this stage is having me scratch my head. I have no experience in CHops so if anyone give me a few pointers of how to load in a sequence and then have this referenced as a 'diffuse' for a shader or whatever, it would be greatly appreciated. Cheers.
  14. Recreating street lights

    Hahaha yes, i meant the Hz, but that could be a good project though (to visualize the colours in a scene much slower, so you could see the separate frequencies oscillating). Thanks for the interesting posts Skybar and Marty. Also cheers for the heads up about IES profiles, that would had been my next question!
  15. Hi all, I'm making a scene that will involve soudium-vapor lamps (the typical street lights you see here in the UK). I've gathered some information but was wondering how I would transfer this information into Houdini?I assume you just punch in the colour temperature but I thought I'd come fishing for tips to get a realistic result. I was especially interested in hinting at the 'stroboscopic' effect you see when in an environment only being lit by these lights (due i assume to the slow wavelength). Cheers, Jim