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probiner

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probiner last won the day on September 5 2018

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About probiner

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  1. Hi looking for any existing pointers about generating fibers to fill a volume and pushing things out. I'm wondering if I can avoid Vellum or sims. But seems unlikely at this point.. Cheers
  2. Change a curve basis in VEX?

    Thanks for the feedback @acey195 , I'm suspecting I'll have to RFE. Cheers
  3. Change a curve basis in VEX?

    I'm dealing with curve sampling these days and one thing I would like to is to set curves' basis through vex. But seems such is not possible, if I'm seeing correctly that those prim intrinsics are not editable: I can use indeed the Basis SOP to read the current basis and then edit what I want, I guess I could even pass a detail attribute to this field with a string generated in VEX... But not the most procedural way and doesn't allow specification per primitive. Anyone else been through this? Cheers
  4. Non-overlapping Copies

    @fxrod Maybe this is of interest:
  5. Looking to into having a mixed behavior per control point where some care about handles and others just act like splines. Since I can't have Bezier and Spline in the same curve, I thought I could just have some Bezier control points and handles imitate the shape of the Spline. Is there a native way I'm missing? Thanks
  6. Deform/Bend curves with radius

    Similar question showed up on discord and I used this asset I've put on Orbolt to sort the bend time offset between each copy. Instead of looping, which is slower, you could just bend the copies afterwards as long as you have the proper attributes to the define the copies' space. Check 5m10s Cheers
  7. Heightfield Isolines?

    Thanks Petz, nice approach, to focus more on COPs operators to perform things that are more natural to image than SOP making full use of the enviorment! I guess the only "challange" is to get a consistent "u"/ height for the whole points of each slice. Thanks! Only change I would do is to sample the hf directly: Thanks konstantin, I tried converting the hf to mesh and then boolean and found it quite slow. But it's obvious one of the first ideas to try. I found the voronoi fracture, with a vertical line, to provide similar results, faster and more consistent in this particular case. Cheers!
  8. Heightfield Isolines?

    Quick tut about it. Cheers
  9. Heightfield Isolines?

    Ok, so with the help on Discord later today, first I tried Boolean and then Voronoi, but those required to convert to geometry. So then I had another idea, using Trace SOP with the Heightfield as a COP! This way the isolines are sampled directly from the image! Just be sure to use a color plane, like the default C. Don't use single channel like the ones created by the "SOP Import" button. Single channels for some reason will bug the Trace SOP. Wasted a lot of time figuring out they were the cause. There must be a logical reason but I don't know yet. COPs + Trace ftw! Thanks for looking into it Noobini!
  10. "square" scatter

    I'm wondering if you couldn't start with big blocks define a threshold of acceptable fitting and shatter and adjust the existing blocks until they fit the threshold. There must be small gaps anyway, but yes, they can be minimized and that's what a mason can do.
  11. Heightfield Isolines?

    I'm meddling with Heightfields and one thing that seems to be missing int the workflow and amazed me in 3DSMax Forest plugin is the convert masks to curves. Is there a way to create isolines in Houdini from either @height or @mask? I'm looking into creating road/river/track networks into terrain so if there's any good reference to follow let me know, thanks. For now I'm just generating them irrespective of the heightfield.
  12. Growth Thingy Help!

    Hey Mitch Cool topic! Love the drawing! As a general approach I would build the growth path so I get the hierarchy relations (tri25 is child of tri76) and the hierarchical distance from the start (tri45 is 13 steps away from the starting tri) which allows me to build the transforms between the tris and then control them by a gradient generated from the hierarchical distance. I wondered about this recently because I've done something with regular hexes before. But unlike with regular polygons, where everything stacks into place neatly, with irregular ones you will have different shapes that stack weirdly and the chain of transforms they produce it's not as predictable as well. Is this going to be a field of regular triangles, or you're after applying to an arbitrary triangular surface, like for example a character? This will have an impact in the complexity of the setup, I think. I see tetrahedrons in your file so I'm a bit confused. I'm not familiar with Simon's take. When I did the hexes the point was placed at the center of the rotation, i.e at the edge between hexagons; represented by those little matrix axes. In your case wouldn't it be the case you want the point also at the edge of the tetrahedron instead at the center of the face? This video is part of a blog entry where I dumped elements of this topic. Nothing coherent or files to share, but may inspire you. http://probiner.xyz/2017/06/20/rigging-chains-with-arrays-of-matrices/ Looking forward to see your progress as I also will dive into this again one day! Good luck! Cheers
  13. Yes @anim I was going for a groupscope to mask the search. i'll RFE it. Cheers!
  14. http://www.sidefx.com/docs/houdini/vex/functions/findattribval.html Here's a test with "primgroup" What doesn't make sense to me is that I thought I had to use the class for "primgroup", and the attribname for groupname, but then there's no input for the actuall attribute name. Cheers PRB_findattribval_primgroup.hiplc
  15. @LaidlawFX Thanks I visited this page but didn't notice that. I guess I'll an expression on a hidden param and that is a resolved value I can then use as conditional. Thanks!
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