Jump to content

OdForest

Members
  • Content count

    131
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About OdForest

  • Rank
    Initiate

Personal Information

  • Name
    Dave von Gerard
  • Location
    Haarlem,

Recent Profile Visitors

2,208 profile views
  1. Permission Denied?

    Isn't there a way to override this? Just submitted this feature request:
  2. 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.
  3. Show curve thickness in viewport

    -
  4. 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
  5. 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?
  6. 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.
  7. 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.
  8. Thank you. Seeing stuff like this really helps me get a better understanding of Houdini.
  9. Evenly spaced Z points in position Noise VOP?

    Thank you Twan. I think you mean flattening the y btw? I'll put my other post regarding this for reference here: https://www.sidefx.com/forum/topic/66556/?page=1#post-284703
  10. Could you maybe show me how you would do that in a Wrangle? Is maybe a For Each method better? As I read in the documentation that they have kind of become the replacement of the Copy Stamp I do not know much about For Each and Copy Stamping and I am going to dive into it now. I ask the example as it is something I would like to know in advance.
  11. Hi, I have created a object with groups, and when I copy it, I want to be able to acces each group on each copy separately, instead of all at once on all copy. Here I read that I could use these cool variables like $CY. Can I also use these to keep and rename existing groups? keep and rename groups.hipnc Thank you!
  12. Would this be the same as the current "Unroll U" stuff?
  13. Hi, I am currently follow cgwiki's JoyOfVex and also HoudiniVolumes from there, which I really like. I am currently not interested in using UV for texturing and stuff and I know very little about them, but now I see on the HoudiniVolumes page that I couldn't even color these lines, if they wouldn't have 'textures'. Seeing this and also that getting wireframes also to do something with UV (i.e. setting Ends SOP with 'close U' set to 'unroll'), it has become clear to me that I should really learn about them and understand what they are. I would like resources that are for beginners (because I am one), but I don't want them to be for beginner in the sense of "this is what you can do with them, now bye". I want to go down to understanding the underlying mechanisms very quickly. Hope you can help. Thanks!
  14. 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.
×