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Ronald Ruiz last won the day on April 13 2018

Ronald Ruiz had the most liked content!

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About Ronald Ruiz

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  • Name
    Ronald Ruiz
  • Location
    Lima Peru
  1. Extrude points along Curve

    Thank! Didn't know about the "orient alogn curve" SOP, so useful. For this to work I had to connect the "cross Section" points with an "Add" SOP, but they were correctly connected through the Curve with "Columns" activated. Thanks Again!
  2. Extrude points along Curve

    Hi! I wanted to know if there is a way to extrude points to generate curves from that extrusion, I was surprised that the Extrude SOP didn't accepted that kind of operation. I had a workaround for doing this using the "Copy to points" SOP to copy the input points (the ones that will sweep trough the target curve) to each point of the target curve and orient them via "orient" attrib also I had to define an "id" attrib" for each point so then I'll connect them with the "Add" SOP. Anyone has better ideas to tackle this? Thanks!
  3. I hope someone can help me with this. I have this Noise on certain parts of the image, they seem to be "limited" by the tiles from the mantra processing as you can see by the straight lines, can't find a way to get rid of them. Any ideas? Thanks! High Res didn't help, There are more "dark squares", the last 3 cards has plain colors so it's not the texture.
  4. Hi! Sorry I missed a lot of things, but I'm back. There is an updated file in the description of the video, hope it helps.
  5. Yep this is really confusing, I'm at the same place. I think your intuitive understanding is right, I checked a file in which a "switch" node is used inside a sop solver and it uses a expression for checking if the "DOPObjectName" currently evaluated is equal to something (the name of the object that you want to process) and it adds some custom geometry to it (using the second input of the switch or as we know, the case in which the expression is TRUE) It is really weird to try to understand this visually inside the SOP Solver, because you really don't see anything being correctly done there, when your run the sim.. voila it works. This thing is driving crazy LOL
  6. Hi! check out my scene file. I created a procedural way of do some parent/child relationships between pieces(prims) at sop level, and also per prim transformations of course. You'll be able to create your own rules for the transformation point position, transform operations and hierarchies description. Here is the link and a Video in which I tried to explain some of the features that it has, pardon my poor english and have fun! Scene File: https://gum.co/polyops Good Luck!
  7. Gracias Alejandro! He revisado muuuuchos de los hilos en los que participaste y aprendí mucho de las demos compartidas, la comunidad de Houdini es genial! Vengo del 3ds Max y me estoy adaptando al Houdini desde hace varios meses(ya voy agarrandole maña) así que tus palabras de aliento ayudan mucho. Un par de retoques más al sistema y compartiré el file en otro hilo. Saludos.
  8. Thank you, my brain is bigger now . Solved scale too, so now it's time to rest. I guess I have to make a special case for that scenario(the perfect cancel of rotations) I'll think about that tomorrow.
  9. This thing don't leave me sleep!! I found a really useful demo file of an unfold system on vimeo https://vimeo.com/147216148 He uses a totally different approach for applying the transforms but I borrowed some of his code and cleaned up mine, I still have the same polygon that doesn't follow but now I have an attribute for controlling the angle per transform point. Really useful code So check this last file pleeeease. PolyTransforms_packedPrims.hip
  10. Hi Tomas, I ordered a lot of things in my list and nodes in general so I'll decided to share the whole thing, the idea was to build a cool HDA from it and share but then problems emerged so you saved me a lot of headaches . Now the new little issue, if you check the file there is 1 single transform that doesn't follow (but it has parent) the pointNumber of it is "n-1", I already solved it with a dirty trick, all I had to do is rotate that single transform by the same amount (I used the point number and an if block to only rotate that point by the same angle value) But I can't understand why it is happening, I think I kinda understand your notes so maybe you can share some thoughts on that. tha parenting part of the system is in the red netbox. And again thanks Tomas you already did a lot. I haven't try a Scale Operation for the transforms, probable there is gonna be a few surprises, I'll try that tomorrow. EDIT: I uploaded another File!
  11. God! Thank you so much, I couldn't sleep, this thing has haunted me for a whole day, this forum is awesome. I'm in debt, if for some reason you come to Peru I'll take you to a good place near the airport for a meal of some good ceviche and other peruvian flavors
  12. Hi! This is like a mixture of rigging and effects. I'm trying to add some cool dynamic parenting behavior to a working system that I have (the inputs from the locked null) but I hit a wall and I can't figure out how to solve my problem with all the attribs that I have (I created custom attribs for the Transforms). The problem is that I cant get the parenting to work with my current logic, I failed I used a dirty trick that gives me what I want but its just for that geometry with that size and distribution, so yeah its not really useful but at least it gave me a clue, but I'm still lost. Maybe some magician can help me out with this! Thanks! I'll share the file. PolyTransforms_Problem.hip
  13. Vex Volume Procedural Grid Rez

    Thank you! Finally I got the details that I wanted from the Vex Volume . Now, I wanted to be cool guy and used the "Vex Voume Procedural" and "CVEX Shader" VOP nodes from the new MAT Context, It works but saddly I can't use the "CVEX Shader" in the "Volume VOP" Vex Source option, It's reserved only for SHOPs :(, that thing is really useful cause you can check a rough preview of your volume, So I went back to the SHOPs context and It's nodes, hopefully this will be updated in the future.
  14. Vex Volume Procedural Grid Rez

    Hi! I've found many examples with volumes using this render approach, but there is somthing I'm missing out. How does this VEX Procedural Volume gets its divSize/resolution? I've seen the "octree" option but it's another thing (An optimization for getting less render time) So how does this volume define it's grid resolution? I'm just curious!! Thanks.
  15. Hi, here are a couple of screen showing the problem. Maybe there is another way of importing or recreating this "Visualization" Geometry from the constraints. *Looking good * *Wrong *