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About c0y

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  1. +bump this thread. I can't find the setup with the negative light, can someone has a hip file where it works ? Can we do that directly inside a material builder, to subtract matte objects ?? Thx
  2. Hi, I'm looking for a way to import shader noises or textures into an Attribute VOP. Is there a way to do it ? The goal is to match some geometry deformations with complex shader noises. If I have a complex noise for example (with several mix, color adjustements, etc), I don't want to link each parameters together to get the same result. Is there a way to merge the result (for example with a bind export in the shader material) into a VOP SOP node ? It's just an example : here is the shader noise And I want to apply the result to points or primitives in the attribute VOP: Thanks for help !
  3. Dynamic constraint network creation

    Hi, here is a clean hip file of what i've described before : in one case, I can't break the fallen pieces (due to "overwrite with SOP" set to 1) because the @angle or @force attributes are updated and if the value goes below the threshold, the constraint re-appears. in the second case, the update of the attributes (like position) is problematic because I can't update the relationships_geometry because some primitives has been removed... the network explodes. So if someone have a solution... or maybe this is not the right way to do that kind of effect. I need to keep things procedural : if I add other groups above, the effect should work. Thanks ! RBD_animated_constraints_06.hip
  4. Dynamic constraint network creation

    Thanks for the link, the problem is that I want to keep constraints between my broken groups : @Frame = 25, the first group make the pieces active, and create constraints between them, that can be broken afterward. @Frame = 50, the second group make the pieces active, create constraints, and keep also the constraints of the first group. I did a solver to try to create a connectadjacentpieces for my constraints at these specific frames. One of my problems is that when you have a moving constraint network, you need to put the "override with SOP" option at 1 (to update each frame), but when you do that, the sop solver that break the constraints is also updated and the broken primitive re-appear, so the object doesn't break ! I can't find the way to make the 2 things work...
  5. Hi, I'm trying to make a dynamic procedural constraint network for rbd packed object on a deforming mesh. I'm importing an animated object I fracture, and copy the animation. Then I'm creating some activation groups at different time. This scene is just a simple example just to understand the process, but the activation groups could be anything else (like an angle threshold, a color threshold, etc.). Then I'm building the constraints network, which are animated. And here is the hard part... I don't know how to deal with it. The goal is when a group activate fragments, it take their current position, create a constraint network between them (hard, glue for example). The created constraints could be breakable (by strength or angle, etc). But I'm not sure to take the good way to do it, especially with my constraints network. Is anybody ever done that kind of effect before ? Any clue on how I should create this kind of constraints ? Thanks ! RBD_animated_constraints_01.hip
  6. Hi, I'm creating some tools in digital assets and I just want to know how to create a button to pop up the "preview window" on a specific node. I guess it's possible to do it within the callback script function in python... but I don't know python enough. If someone can help, it would be appreciated, thx !
  7. Vex_Question

    hi, another vex code here. First, fixing the 0-point tangent. Second, to get the real angle in the inside or outside, you need to subtract PI-angle (radians) dot_consecutive_pts_odf_v2.hipnc
  8. Dynamics on growing curves

    Hi guys and thanks a lot for your help ! I went over with Julian's technic because the problem with reconstructing the curves (I tried it before without any success) is the sliding points, which are moving over others. I don't know if it's the same on 16.0.745, (i'm on 16.0.671) but the curves are not "clean". I mean : the connections between points go back (due to sliding points), and it will cause problems for the meshing. Don't really know how to fix that while keeping the same point numbers. But your technique definitly work on a non-growing tree ! Whatever it be, thanks so much... i'm working on leaves know I'll post stuff later, ^^ thx
  9. Poly wired grid radius controlled by an object

    In the wire radius, just put your @pscale attribute, this should work polywire_size_variation.hip
  10. Remove inside faces

    Hi, I guess what you want is deleteing the overlapping pairs of polygons. You can do that with a "clean SOP" : tick Consolidate Points, Fix overlaps, Delete Overlap Pairs and Remove Unused Points. This should delete the inside faces. remove_inside_faces_v01b.hipnc
  11. Dynamics on growing curves

    oh, I see now... the s@name in his setup correspond to the wireobject's name... thanks ! I didn't notice it. Yes, you're right about the floating points. The idea was : 1) I duplicate my root points and I get the sourceprim (which is my posprim attribute) and the sourceprimuv (which is my param_uv). 2) Create my constraint network between the root point of each branch and the floating point (which have the same position) 3) use a sop solver to put the floating point to their sourceprim and sourceprimuv (simulated) - i forgot to activate a wrangle in the sop solver 4) then the branches automatically snap to the "anchor" floating point... the strange thing is that the branches are falling down even if i'm using hard constraints... I don't know if this is the right way to do it. I guess that it's not possible to make loops in simulation dop ? for example : I have 3 levels of branches (0, 1 and 2). First run the simulation for level 0, then run the level 1 and snap the branches to their sourceprimuv, and so on. dynamic_tree_grow_help_03b.hip
  12. Dynamics on growing curves

    Hi guys, thx for your help files. @mestela : my second example setup is in the hip file It takes for each piece the nearest point on the parent branch, and then I create 2 array lists (in details spreadsheet). It's because i'm using the wireglueconstraint to glue points together (with constrained points list and goal points list). the node takes automatically each point of the 2 lists and constraint them (if you have "constraint points" = 0 50 100 and "goal points" = 92 505 32, then point 0 is linked to point 92, points 50 to 505, and so on). The problem is that it doesn't keep the initial offset, so on the setup, you should get the intersection point before. Thx Julian for your post-sim tricks to reposition. That's what I tried to do inside a sop solver in the dopnet. Because in my initial tree system I already have the parent (sourceprim) branch and the sourceprimuv. But right now the points don't snap properly to their goal points... So I ran into a different way, inspired by the Peter Quint's tutorial on the rope bridge : https://www.youtube.com/watch?v=zrLk8ks6xTU In his setup, he uses the shelf tool to create the wire solver and the constraints, and to connect the vertical lines to the horizontal one, he creates zero-length-lines (2 points with attributes to connect points together). I did the same setup, to create the constraint network system. But, I don't understand why my constraints don't work ! I don't know why... (I don't have any guide appearing). The only difference is that i'm working inside a dopnet, and in the tutorial Peter Quint is inside a AutoDopNetwork, outside the geometry node. I don't know if I missed something in the options... dynamic_tree_grow_help_03.rar
  13. Dynamics on growing curves

    Thx Matt for your example file. But your setup seems a bit difficult to adapt on mine. The L-system has all points fused together, so your constraints are "natural". In my setup, I have several branches onto a parent one, and the root is not aligned to a specific point. It only has parametric uvw coordinates. Moreover, my growing system is not a scaling effect. All the branches has moving points that are stacked at the beginning of the sim, and progressively move to their final position. I tried to create the intersect point on the curve, but since they are sliding on it, point number are always changing... impossible to constraint on it. I've got 2 setup... but i'm stuck on both... 1) On the first one, i'm creating a vector param_uv and a posprim (its the same as sourceprimuv and sourceprim). I was thinking of using it to constraint the branches to these primuv coords, but I don't know how... I tried Sop Solver, but it's not working for now. 2) On the second one, I used the nearest point of each root branch, and used it to constraint the branch. It's working but my problem in this setup is that the constraint are hard constraints : the branches doesn't keep the offset between them; they are snapped to the closest point. Is there a way to constraint my branch to the closest point and keep the initial offset ? if someone can help, here is a hip file with the incoming bgeo animation. Thx ! dynamic_tree_grow_help_01.rar
  14. Dynamics on growing curves

    Hi, i'm currently working on a growing tree system, and I'd like to have some advices on the way I could achieve dynamics on this one. 1) Which method is the best with animated curves ? Wire Solver ? POP Grain ? other ? 2) I started with Wire solver, but I can't get my animated curves. It takes the first frame to process. So all points are in 0 pos. Note : the way the tree grows is not poping points. It's moving points. All points are already created at the first frame, they're just stacking on top of each other and then move. 3) When I'm creating glue constraints, my target points and my goal points are not aligned (there is an offset). So when I start the animation, the points moves to the goal point's position. How can I keep this offset ? So, I don't know... I have attributes on each points and primitives such as group levels, growth value, width, parent prim, etc. I can already predict several problems : 1 : simulation with several points on top of each other. Maybe I can fix this by using my "growth_val" attribute (as long as my value is not equal to 1, it is excluded from dynamic, for example) 2 : dynamic simulation with animated curve length. May cause some issues on curve behavior with stiffness, etc. 3 : glue root points on a growing curve with dynamics... I need to do this procedurally, so I can't split the branches by level... Any help would be appreciated ! Thx !
  15. Well, I finally got it !! I needed to create a rotation matrix of the parent point to get the orientation (in the copy SOP). The offset was corrected with the invert matrix of the parent point at the first frame (with a TimeShift). So now, my sticking effect is working. I provide the file if someone is interested. By the way, I just ask : I'm using a polyframe to create the orthogonal axis, but it seems that the polyframe SOP doesn't work well on a straight line. It doesn't create the 3 orthogonal vectors. Do anybody know how to create a "polyframe-like" on straight curve ? in VOP or VEX ? And another question : When I create a Line (Up vector, {0,1,0}), when I add a Wrangle node with : v@x = {1,0,0}; v@y = {0,1,0}; v@z = {0,0,1}; if I put a transform node with random rotation, the vectors don't stay orthogonal, as if vectors were created in World Space. Should I create another matrix before ? or is there another way ? Thanks ! stick_to_parent_08_working.hip