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Everything posted by Krion

  1. Hi, I am following this tutorial, but I don't get a shadow matte with my toon shader. I am wondering why this is. If you want to take a look: shadowmattehip.hipnc (with the Links_Schaduw mantra node) I would also like to know how I could get an equivalent of the diffuse color image plane while Toon Shading. Is Toon Shading more limited in this regard or is it possible? (to have highly customisable composites) Thanks.
  2. Hi, I came across this video of Entagma lately for vector export and I am trying this out now. I just want one frame like in the Entagma video at this moment, but I would also like to have fill and stroke color be read from some attributes, but I don't know any python and this forum post doesn't get me further right now (that otl doesn't work), so I was hoping someone could show me how you could do this. Otherwise: something like grouping paths together for selection in Illustrator work? That way I can at least color them more easily in Illustrator. Thanks! Appreciate the help.
  3. Hi, I am deleting something but new connections form: I would like to delete like you would with the Direct Selection tool in Illustrator, instead of the using the - tool in Illustrator while in Pen mode. Hope someone knows the answer. Thanks.
  4. Thanks for your reply. The subdivide didn't work but through a discord channel @mestela made me discover the Point Deform tool and that works properly.
  5. Hi, I put here a box and text on top of it with a merge and I want to deform it with GameDev's Path Deform. But the text won't stay on top of the box. How can I fix this? How do I make it behave more like 'one object'? Thanks. PathWrangle-hm2.hipnc
  6. Modeling normals?

    Thanks guys. Had to do some research in this orient stuff, but it works beautifully... I've made a paint node with an @angle attribute and then have this as a code: Btw if anyone has any idea how to get the text deform along with the grid, please let me know here.
  7. Modeling normals?

    Hi, I did model normals (in order to get the extrusion I wanted) in the past by this method (see previousmethod.hip | which basically was "grouping > falloff node > lerp in wrangle"). But I'm sure there are better ways of doing this. And now I need to do it in a much more 'chaotic'/artist friendly manner, because I basically want to create a unrolled scroll of paper who lays out on a table in an chaotic manner. I want this paper to have words and pictures on it so I will need to make an object and bend it using a path deform, for which I found some help online. But now I need to model these normals so I can control how the paper is rotated along the curve. Does anyone have any suggestions on how you could do this in a more fluent way than my previous method? Thanks in advance.
  8. Now further in the development of this scene. But the problem with the text not deforming along properly still persists.. Really hope someone can enlighten me on this issue.
  9. Hi, I made a simple particle sim with the basic settings, but I would like it to be more evenly distributed. Sometimes it is even, but at other frames not. Then whole areas are in in my camera1 view empty, without particles. Anyone any idea how I can fix this? Thanks in advance. particles even.hipnc
  10. Hi, I found this video: And luckily in the comments the maker posted a link which was "Compiled for Houdini 17". But in these files I see all these weird files and I don't know what to do with them. Also the Downloads links doesn't seem to have a H17 version for Mac. Does this mean I can't use this plugin on my Mac right now? How would anyone go about doing this path deform stuff right now in Houdini 17? (I want to deform a box with text placed on it with a merge) Hope someone can help. Thanks!
  11. Distribute particles more evenly?

    Update: Unfortunately it doesn't help when I make a volume out of that sphere. Thanks for the suggestion anyway. Would love to hear other thoughts about this!
  12. Can you also compile it for Mac? I have issues with the Game Dev version.
  13. Distribute particles more evenly?

    Would that fix it? They go out immediately from the surface from which they were emitted (the ball in the middle, from there they go out non-gravitational way), so I’m not sure, will try. Also; I wanted the particles to inherit the color of the surface from which they ‘come’. Is that also possible if they are born in the middle of the sphere?
  14. Modeling normals?

    I guess you mean that you have some twist control on the Path Deform sop? Anyways, it is not as much control as you would have if there was some intuitive way of editing normals. Also: the text disappears when I twist it using that sop. And the Twist Ramp doesn't seem to do any thing. @CinnamonMetal Would like to know how the method you described would work. PathWrangle-hm2.hipnc Help would be appreciated very much.
  15. Modeling normals?

    Thanks, there's a Path Deform in there! But is it also for editing Normals 'softly'?
  16. Modeling normals?

    I am searching for some way to 'model' the normals, like you would transform or rotate points with a soft transform or something. Is that what you mean with "orient the points"? When I rotate a point in an Edit SOP it doesn't rotate the normals. Do you mean something like that when you say 'orient the points'? I can't really imagine what the procedure would be that you explain. Would you maybe look at my demo file? PathWrangle-hm.hipnc
  17. Permission Denied?

    Isn't there a way to override this? Just submitted this feature request:
  18. Hi, I see lower level attributes override higher level. class.hiplc So I assume there is no way to keep the beautiful color on my cube? Is it just better to use different geo / object merge in such scenario or is there a way to keep it all in one geo? Thanks in advance.
  19. Show curve thickness in viewport

  20. 3D faded trail?

    I certainly like something like that vex method, keeping it one geo. Any chance of having that ‘motion blur’ move along the motion path with that method? Like a trail SOP does when on "preserve original"? Here's a hip. curved like trail-questionmark-.hipnc
  21. 3D faded trail?

    Hi, I was this gif on cgwiki's solver sop tutorial. And I went wondering if leaving a trail like this would be possible in 3D, without a grid to transfer it to. So I made a trail by merging the previous frame with input on in a solver and I tried a Wrangle with @Cd *= 0.95; This kinda worked. But I'm sure there is a better way. Maybe in SOPs a nicer way? That would also kinda make it one geometry? Or would someone need to transfer attributes to Volumes or something to do this? What is the best, most beautiful and most efficient way? Would love to hear your thoughts.
  22. 3D faded trail?

    Curious how that would be done. When I search on volume trails I get a lot of tutorials for complex visuals with lot's of lines from velocity, not really what I imagine. Can you maybe set up a simple hip file?
  23. Need help with loops and Foreach

    Would love to see it too. Really wondering how he makes that work with 2 for loops with the 2 switches. I'm also a beginner.
  24. Hi! I create these mountains on my shape with a noise by getting that noise by affecting the @P.y attribute. Of course the mountains are thinner when my shape goes more steep, because the points distributed through the Z axis are more dense there. To resolve this I thought I should use a different Pos for the noise, so I created a grid and put it in the second input. But when I use getattrib(P) on that input and plug it into the noise, I don't get the expected results. (It seems to do nothing much) Is it that you can't use differents Noise pos' like this? Does the topology have to match with the geometry or something? How does this work, exactly? How would one go about evenly distributing the noise position along the Z-Axis? So that you have just as thick mountains everywhere, no matter how steep? Hope you can help me. Thanks.
  25. Thank you. Seeing stuff like this really helps me get a better understanding of Houdini.