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Everything posted by Butachan

  1. Hi, I am basically at lost trying to figure out how to record the time when a certain condition is met in a simulation. I am using pop wrangle in this case. The basic problem is that once I set the value to @Time. the attribute get linked to the global time attribute, basically the clock is still running. I know is pretty logical but presents me with a problem... how can I record the exact time when a condition is met. You can take a look at the file for an example and if you see the attributes in the geometry spreadsheet you will see how state and time all start appropriately but time_start remains running even after state changes. i@state = 0; f@time_start = 0; if (dist < outRadius && @state == 0 ) { @time_start = @Time; @state = 1; } timer.hiplc
  2. Based on the fabulous class by entagma I decided to quickly put together a splineWrap deformer expanding on the concept they presented. Basically I added Control on Spline begin, Spline End, Offset, and a ramp control to scale along the geometry. I also made it so you can build your geometry anywhere (not the center) and in any orthogonal axis. You can find it here if you want: http://www.orbolt.com/asset/Butachan::splineWrapNH::1.0 [orbolt.com] if you are interested in the Entagma video, I really recommend it: https://vimeo.com/181458408 [vimeo.com] PS: the asset is now unlocked...now play nice and if you guys want me to do any changes or improvement let me know.
  3. Hi everyone, An early stage on a personal project of mine....I haven't displaced the edges for render yet but interesting to play around. Right now I wanted to experiment with different shapes of the voronoi and ways to activate it. Big influence and help from the community https://vimeo.com/179567087
  4. Woohooo!!! I think I finally got a properly working set up for Floor and walls (cubes 2D voronoi) which was my main objective. This set up is a lot more efficient than the cookie method and a lot more accurate as well. The only limit is the size of the bevel the "canals" will have. But that limit is due to the phisical limit of the polybevel SOP. Also I can totally see an application to this on curved surfaces with some adaptation, but for now this is very good for flat surfaces. Like everything in Houdini is quite simple once you get your head around the issue. The poly number is minimum in this set up, which is allways a big plus for speed voronoiCutPlaneV03.hiplc
  5. @Atom Yes, I figure out a sphere will not work, but for now my objective is to create the "left over geo" of the cut plane offset on relatively flat surfaces, walls, floor etc. But the curves surfaces and also volumetric voronoid (with inside smaller pieces) will be and interesting problem for the future. As for your variation, srry if I didn't make it clear my objective is to get a solid geometry not only the surfaces. Pretty much as I show in the image below. The solver I have produce ok results but the cookie sop is unreliable...you can go ahead and see what happens if you push the scatter points to 200.... voronoiCutPlaneV02.hiplc
  6. Hi again....after a quick check now that I have sometime I came into one partial solution using for loop to delete each voronoi piece from the original geo. This produces a more stable set up and remains efficient with nr. of polygons. but I still find the cookie a bit too dangerous.....maybe is just me being paranoid Anyway, if anyone wants to take a look at it here is the set up. voronoiCutPlaneV01.hiplc
  7. Hi, I am trying to create the geometry left out after a voronoi cut plane offset on a planar geometry (box 2d voronoi). At first I thought this could easily be achieve with cookie but cookie is indeed very unreliable giving me sometime ok results and sometimes disastrous ones like the one I posted here. You can see my hip so far now...which works but like I mention the cookie makes the set up too volatile. Anyone knows a better way to get the geometry left out by the cut plane offset function? groundBreackV01.hiplc
  8. Just anted to confirm indeed everything worked fine after I updated! thanks. ...Upps didn't realize the thread had progressed a lot after I checked the file...hehehehe. This solutions are pretty cool by the way.
  9. This looks very interesting but the file do not work on my houdini....using 15.5.480 T_T It seems that the tetrahedralize node is failing in all components....
  10. This is a newbie question (kind of)... After setting up Hqueue and HqueueClient on a single machine to help me do batch render jobs I noticed the render times from Hqueue is dramatically slower x5 times slower. And again this is the same machine I just use Hqueue to help me organize batch renders. The client takes too long in the Hython (around 16 min preparing the scene) and is not nearly as fast while rendering each frames (x5 times slower). I find this really sad because Mantra is so fast rendering that is a shame it does not seem to be used properly in my Hqueue setup. And i don't know even how to find the problem the client and server are running properly. though I notice mantra is a lot slower to start rendering in my task manager, instead of constantly rendering like when I "render to disk" from my Hip file. I am using Houdini Indie in a Windows 10 machine, so I am not exporting ifd files, it took me a while to find out that is incompatible with Indie, any ideas on how can I go about to solve this would be very appreciated it.
  11. WOW this is an excellent solution! It does require you to bake the animation to disk though. But in deed is a lot faster than stamping. Thank you very much for the explanation notes in the network, they are very clear. I hope this help other people too.
  12. HAHAHA ...Incredibly, I actually pull it off. In this case it wasn't anyone fault, it was merely a case of external factors messing up terribly very close to deadline. Thankfully the task in itself is so limited I could cut a bunch of corners (My bird has no eyes or feathers!)
  13. Well, in this case is not about a particular project but a technique wich is quite well described by Peter Quint on his tutorial. So basically there is nothing working bad, basically everyting works as it is suppose to. Like in the tutorial video I included. I was just asking if by any chance after 5 years anyone knows of a more efficient (that doesn´t slow down the simulation)way to offset the animation of an instance object. But I guess i can create later a small hip file that illustrate the problem, but again Peter tutorial is better at explaining the issue, he actually mentions it at minute 7'10". I will try to put something together soon.
  14. WOW this is an amazing thread I have been wondering pretty much about all those attribute here mentioned, particularly the spinmin and spinmax!!!! I will probably put the m to use tomorrow!
  15. Hi, I am relatively new at Houdini and I am sure I am making a few things quite inefficiently. But this is one I am pretty sure I must be doing it quite terribly so: Basically I am doing a small flock simulation from scratch (which my producer gave me a whole day and a half to do, ) with a animated loop for the bird instance (wich I also had to do on the same day an a half). Now, when using instances the animation works super fast, but once I offset the loop with a copy stamp technique on a time blend everything becomes quite slow....understandably. The technique I got it from Peter Quint tutorial here: https://vimeo.com/24969874 And it is quite useful (thanks Peter) but it is 5 years old! I wonder if nothing has changed since then. Because as I said is amazing how fast using instances Houdini is but as soon as I use the copy stamp technique, not so. And I have 200 birds only.... i cannot imagine the cost if it is 5000 particles.
  16. nothing? I've being trying to find more info about the scope parameter with really little success.
  17. Hi, Is there a way to limit the scope of the Dirt Mask VOP to primitives? I am basically using a dirt mask to give a wear look to the fabric and set the scope to scope:self. But the problem is that when I create a dynamic simulation the dirt mask includes all primitives inside the object, as you can see in the image.
  18. Hi guys. I'll start by being honest and admit that I got Houdini mostly for VFX. But once that I started working in Houdini I had the impression that it will also be an amazing tool for motion graphics, which is my main task anyway. However, for me to use it to that end, I felt it stills needs certain tools that other packages have in order to streamline the production of graphics assets for clients. So here are the first two tools that I felt will be of great use: AiCleanerNH: http://www.orbolt.com/asset/Butachan::aiCleanerNH::1.0 ExtrudeNH: http://www.orbolt.com/asset/Butachan::extrudeNH::1.0 One is a simple geometry cleaner for imported geometry from illustrator files. The other is a simple extrude were you can choose different beveling faces (none, linear, convex, concave, semi-circle, inner-bevel and outer-bevel). These are the first version of my first tools, so plenty of room for improvement, which is why I brought them here. Any comments of recommendation on how to improve the tool will be greatly appreciated and made available in the next update. My final objective for this tool will be to create a reliable streamlined way to import and extrude illustrator vector files with plenty of options to test their look, ala C4D nurbs extrude. Hope you guys find them useful.
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