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LucaScheller

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LucaScheller last won the day on December 19 2019

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About LucaScheller

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    www.lucascheller.de

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    LucaScheller
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    Munich

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  1. How to copy&reference all the param using python

    No problem, you can also look into how the TOP>hdaprocessor node does it. (You can select an .hda and it then rebuilds the parms in the "HDA Parameters" Tab).
  2. How to copy&reference all the param using python

    Don't know if this is of interest to you, but there is actually already a feature built into Houdini that does that: Not sure if you can refresh it though via Python dynamically. Here's an old thread about it https://www.sidefx.com/forum/topic/34941/?page=1#post-290083. Houdini Wiki > Search for Import Blocks https://www.sidefx.com/docs/houdini/ref/windows/optype.html
  3. LYNX | Free VFX Tools

    Update: LYNX tools are now easier to install via the new LYNX Update Manager, available on all platforms. See the updated GitHub (https://github.com/LucaScheller/VFX-LYNX) installation instructions for more information.
  4. LYNX | Free VFX Tools

    Update: The roadmap has been moved from Trello to GitHub to make issue tracking more convenient. Roadmap | https://github.com/LucaScheller/VFX-LYNX/projects/1
  5. Hi, thought I'd share this in this section too: I wrote an article for the german “Digital Production” magazine about my free LYNX VFX toolset. For the article I made a couple of renderings using the LYNX fabric tools. Luckily it even made the cover Here are my personal favorites, the rest of the images can be found on Artstation. You can also find the complete scene on GitHub under the Demo Files. So now anyone can design an ugly Christmas Sweater;) Looking forward to seeing what you guys come up with, enjoy! Links: LYNX VFX Toolset Odforce Thread: https://forums.odforce.net/topic/42741-lynx-free-opensource-vfx-pipeline-tools/ LYNX VFX Toolset (Sweater Scene File included): https://github.com/LucaScheller/VFX-LYNX Artstation (HighRes Renderings): https://www.artstation.com/artwork/OyeY6g Digital Production Magazin: https://www.digitalproduction.com/ausgabe/digital-production-01-2020/ Alternatively view the article in my latest blog post: https://www.lucascheller.de/vfx/2019/12/15/ynybp7wpiqtshoy/
  6. LYNX | Free VFX Tools

    Maybe I'll make a Gumroad or Patreon Page someday ... but until then a drink will do just fine
  7. LYNX | Free VFX Tools

    Hey everyone, for all the German speaking peeps out there: LYNX Tools are featured in 2020/01 issue of the “Digital Production” magazine. The article covers the basics on getting you started as well diving into advanced use cases and tips & tricks. I also had the honor of supplying the official cover. The scene was setup using only the LYNX fabric tools in Houdini and rendered in Mantra. The scene file is available for free in the GitHub Repository. So now anyone can design an ugly Christmas Sweater;) Looking forward to seeing what you guys come up with, enjoy! Digital Production Magazin: https://www.digitalproduction.com/ausgabe/digital-production-01-2020/ Alternatively view the article in my latest blog post: https://www.lucascheller.de/vfx/2019/12/15/ynybp7wpiqtshoy/ High-Res Renderings for the Cover/Article (Scene File Included in the GitHub Repo): https://www.artstation.com/artwork/OyeY6g LYNX GitHub Repository: https://github.com/LucaScheller/VFX-LYNX
  8. If / Else group - VEX

    Hi Jack, This should work: float @stiffness; int @group_inside; if(@group_inside==1) { @stiffness = 1; } else { @stiffness = 1000; } or in short: @stiffness = @group_inside==1?1:1000; Cheers, Luca
  9. Hi, that feature is already built-in by setting the distribution mode to "Custom Ramp". If you still want to do it your way make sure the chramp() has the correct path, in your case "threshold" instead of "../att-retime", then that should work too.
  10. Flip sim goes crazy when I add collision

    Hi, Your dop collider doesn't use the sop transform. Make sure you specify the proper "OBJ Path" and check the "Use Object Transform" checkbox. To verify that it works, enable the "Display Geometry" Checkbox (The collider should then move along properly when viewed inside the dop net). This should solve wrong collisions, it still explodes though since every thing is moving really fast.
  11. If you're using mantra you can add the same expression in the background display options of the renderview. You can open these by pressing the "d" key in the render view. For other render engines it depends on the support of COP networks and the COP syntax.
  12. Hi, your code snippet already works. I would recommend using relative paths where possible though: f@test = chf("../line1/dist"); You can also use these functions to read ramps, string, vector or integer parameters or their raw value: Cheers, Luca
  13. Exploding vellum grains

    Hi Philipp Can you post your test scene? Edit: Maybe try lowering the repulsion and attraction values as these can cause some high velocity values.
  14. If all the geo nodes are on the same hierarchy level (e.g. "/obj/geo_nodes/geo_0","/obj/geo_nodes/geo_1","/obj/geo_nodes/geo_2",...), you can create a new "geo" node and then merge everything using an "object merge" node with the wild card syntax: Be sure to check the "Create Per-Primitive Path" Attribute. Then you can loop over the packed prims via the path and unpack, add normals, repack the geo while still keeping the same path hierarchy.
  15. popdrag - slower particle in selected radius

    Hi Michal, the LYNX_force from the LYNX VFX Toolset can also do this, but more user friendly/interactively with customizable falloffs, see this video for more info. You can grab it for free here: https://github.com/LucaScheller/VFX-LYNX Cheers, Luca
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