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Everything posted by duveil

  1. Actually new for each block is easier.Just put a spare input and use detail function.I added a file with v16.5 .I hope it helps aopera_autom1.hiplc
  2. Hi,I have been doing an R&D to achieve this effect.In the description ferro fluid is mentioned and I checked Niel Prayers`s ferro fluid tutorial but it seems different effects.Now I am looking for mixing multiple fluids with different density values .Has anyone tried sth. like this?Or can you give some advice where to look?
  3. What is the best way for ferrobrain effect?

    Thanks everyone.I will start to look at these sources.And if I achieve sth I will share it here.
  4. Hello , I try to create polyline between "source" points to "destination" points.I created a point group and gave selected points a color attribute value @Cd.x= 1.Then unselected points @Cd.x = 0 .I created a poly line and add vertex to the points whose srcID = 1. But I can't specify "destination" vertex to create polyline.Here is vex code I tried to put together.I appreciate if someone point me to the right direction.I couldn't figure out where I messed up. Thank in advance int ingroup = inpointgroup(0, "group1", @ptnum); if(ingroup == 1) {@Cd = set(1,0,0);} else {@Cd = set(0,0,0);} i@srcID = @Cd.x > 0.5; i@destID= @Cd.x < 0.5; i@id = @ptnum; //int dest_array[] = array(@destID < 1); int line = addprim(0,"polyline"); if (@srcID == 1){ addvertex(0,line,@id); // addvertex(0,line,0); } GeometryCreateTest_02.hiplc
  5. And I owe you another beer I guess .Thanks a lot.
  6. float srchrad = ch("searchradius"); int maxpts = chi("maxpoints"); int points[]; points = pcfind(1, "P", @P, srchrad, maxpts); foreach(int ptsphere; points) { int prim = addprim(geoself(), "polyline"); vector newpos = point(1, "P", ptsphere); int newpt = addpoint(geoself(), newpos); addvertex(geoself(), prim, @ptnum); addvertex(geoself(), prim, newpt); } Hi,thanks again man.I have worked on these settings and recreated the scene with the help of some entegma tutorial.Now I can create polyline between source and destination points. And now I am trying to filter the distance.Like if they are too close I don`t want a polyline. I guess I need to edit this line /// int newpt = addpoint(geoself(), newpos); I want to add point if the distance is more then some number which is controlled by a number on a slider.I guess I need to use pcfind again .That`s me talking to myself sorry.I stuck in this part GeometryCreateTest_05.hiplc
  7. Hi First of all sorry for my english.It is my second language .My question is I have been following a tutorial of Stefan Sietzen .he convert the lat/long data on a sphere with this formula float x = cos(radians(@lat)) * cos(radians(@long)) * 1; float y = cos(radians(@lat)) * sin(radians(@long)) * 1; float z = sin(radians(@lat)) * 1; @P = set(x,y,z); I tried to project it into 2D plane and connect $MAPU, $MAPV data to $P .But my map is divided from wrong place.The part America supposed to be divided in the middle.My question is is there any better way to convert lat/long data into point position on a 2D map. Any help is appreciated.Thanks in advance.
  8. LAT/LONG to planar map?

    I think I owe you a beer sir.I mean if you ever be around istanbul just call me to collect your beer.Thanks a lot.I will work hard
  9. LAT/LONG to planar map?

    Thank you f1480187. I am grateful for your answer. But clearly I am not as good as you think I am.I tried to put this wrangle before lat/long conversion.Also after conversion.But I guess I missed sth. here.And probably sth. very basic.I tried a couple of ways and still nothing.Do you mind showing this on scene file.Here is my scene. LongLat_Test_027.rar
  10. htoa aIShader install

    Hi , I am a 3D artist usually working on maya and now I am trying to learn Houdini. I have installed aIShaders to maya but when I tried to install for Houdini I couldn`t find in the materials inside shop network. I can see ai default shaders . I have copied dll and mtd files into following folder and I have been searching internet for a while.So I will be greatful if someone point me to a right direction. This is the default directory that arnold had automatically installed. and here is the env. path Thanks in advance and I am sorry beforehand if this is a newbie question.
  11. htoa aIShader install

    Thanks for the reply dennis.albus. I was searching aIshaders inside material list and as you said it is inside Arnold Shader Network.Thanks a lot for your time.I owe you one.