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JP Shep

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JP Shep last won the day on April 1 2018

JP Shep had the most liked content!

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About JP Shep

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  • Name
    Joshua Petrakos
  • Location
    Toronto, Canada
  • Interests
    Visual Effects, sports, cooking, baking, gaming.

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  1. about flip_book

    You could position your caches side by side then do one flipbook if that works for what you're trying to do
  2. Copying Parameters

    Noobini is correct, if you're trying to get octagon's on each of the points on your grid: have a [grid], drop down a [scatter], drop down a [copystamp] or a [copy to points], then plug in the scattered points and your initial octagon shape, bam multiple octagons.
  3. Hello! So I just started dabbling in FLIP and have a little river scene everything looks decent except for the whitewater. It takes forever to cache but I have the rasterized particles cached out and the standard particles will be finished caching later this evening. I've played with the spray shader but it looks kind of weird when applied to the rasterized particles, especially with the noise parameter that's [on] by default. I also read a few posts that suggested trying a billowy smoke shader instead. That made it look much better but still not correct so I figured I needed the regular particles cached in addition to the rasterized ones. If that's so they're caching now, but when they're finished what do I do with them? Last time I had whitewater particles cached they just rendered as spheres because of the pscale, am I supposed to mesh them like the FLIP and then layer them? I can post some screenshots once my cache has finished.
  4. Control crowd source randomization

    Have you checked out SideFX's crowds masterclass? that might have what you're looking for
  5. Control crowd source randomization

    By layer I'm assuming you mean agent? if so then yes there is, a user named Atom made a very useful tutorial for doing just that. https://www.sidefx.com/tutorials/crowd-based-relay-race/
  6. Feather like movement

    Hello, I'm trying to get feather like movement on my particles. I've gotten really close by using a sin expression on particles with my geo instanced to them but they are all moving in the same direction with the same movement and it looks really strange. is there a way to apply a different sin wave value/expression per point? I've tried to use a for each loop but I am unfamiliar with using it on points only.
  7. Ripple Fade

    shoot... I saw that it was a vector attribute and got confused. Thank you again for all the help, I really learned a lot from this!
  8. Ripple Fade

    I tried recreating your method in a VOP and have something almost identical (I think). There is still a difference in the amount of colour your way picks up compared to mine. I defined my up vector before the vop using the old point sop node and didn't create the min and max values because I assumed they were for your fit in your wrangle example so I just promoted the source min and max in my vop after I fit the dot product. Then I multiplied the colour by the dot product and hooked it back into the output color. Screenshot from your method Screenshot from my VOP ripple_example_4.hipnc
  9. Ripple Fade

    That's almost exactly what I'm looking for, thank you so much! My knowledge of wrangles isn't so great so what I'm assuming is that: you're defining the up vector and the min and the max values for the channels you created then you're getting the dot product from the up vector and the normal then you're defining the threshold by fitting all the attributes between 0 and 1 then you're multiplying the colour by said threshold so any point being disturbed begins with a colour value of 0 which fades to 1 overtime. I think that's correct? Regardless I think this will work with what I need to do and I'm assuming I can rebuild what you've done in a VOP in order to have more control? Thanks again!
  10. Slow down particles ?

    Another way is to lower the initial velocity particles within your dopnetwork or use a popdrag so they slow down over time. These would change your sim so you would have to recache though.
  11. Ripple Fade

    Hello, I have a ripple sim created with a sphere moving through a grid and the points deforming based on the velocity transferred to said grid. What I am trying to do is isolate the geometry based on where there are ripples via colour then as the rippled geo begins to settle back into what it was originally have that colour fade back to black. I'm halfway there I think. I was able to isolate the rippling parts of my grid by using a facet to compute its normals and then a point SOP to add colour based on the normal in it's Y (@N.y < 1). I was thinking of trying to use a vop or another point sop to make it so when the normal is between x and y multiply the color by 0.95 to get it to fade over time but was wondering what other ways I could try to do this. Cheers, JP ripple_example_1.hipnc
  12. Pulse of Life

    That's nuts! It looks great!
  13. Crowd Sim - Army Men

    Hey, just finished my first project involving Houdini Crowds. I'm still working on the comp but majority of the shot is finished!
  14. Spyrogif

    Not all the gifs are showing but man these are amazing! Great work!
  15. Crowds: When X happens do this OR this

    Hey Atom, I really wanted to thank you for linking me your tutorial and breaking things down. I was able to learn how to control individual agents based off their point ID's and cause specific transitions. For some reason the Pop Wrangles after my crowd solver just error-ed out but I was still able to cause the transitions. I plan on using the same technique for more personal crowd sims but this is what I was able to achieve so far: Cheers!