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JP Shep

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Everything posted by JP Shep

  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

    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
  9. 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
  10. 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!
  11. 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.
  12. Hi, So I've hit a wall while building my crowd sim. I've learned how to get agents to transition from one state to another but what I haven't been able to figure out is how to get some agents to transition into one state and other agents to transition into a second state off the same trigger. For example: -> Starts in Idle state --> After 1 second transition into walking state ---> After two seconds some agents transition into a jogging state while others transition into a sprinting state. Then from there more random agents transition into different states and so on. ________________________________________________________________________________________ I've thought about maybe separating my agents into different groups and subgroups or using more than one crowd source but I'm worried that it might get too complicated and cause odd behavior. I went through most of the crowds example files on its shelf tab and they were super helpful. The Stadium one in particular had something that I thought could be it but I don't have much experience using VEX expressions, I attached a snapshot from inside that examples CrowdSim. One of the crowd trigger nodes is named: crowdtrigger_half and has this code on it: // setting i@trigger to 1 will enable // setting i@trigger to 0 will disable if (@ptnum%1==2) { i@trigger = 0; } else { i@trigger = 1; } ______________________________________ I think it's saying if the point number 1 is equal to point number 2 then disable the trigger, else, enable it. Is this the way I should be trying to build my sim or do I have it all wrong?
  13. Pulse of Life

    That's nuts! It looks great!
  14. 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!
  15. Spyrogif

    Not all the gifs are showing but man these are amazing! Great work!
  16. 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!
  17. Crowds: When X happens do this OR this

    Thank you so much Atom! I'm going through your post and video right now! You have no idea how much I appreciate this. Just out of curiosity, what programming language is used in VEX? I know I'll have to learn how to code to become a better Houdini artist and I would like to start learning the correct one.
  18. Hey, For a side project I'm working on I'm trying to create random/periodic lighting strikes. I'm trying to get a line with animated noise on it to increase its length to a set max value, pause for a few frames, return to a length value of 0 then have it hit the max value again after holding its value again. I have multiple [lines] with different length values (with a point VOP to create the noise) feeding into a [switch] I've tried using multiple expressions like floor($F/24) and $F % 2 and a fit range. I've gotten the values to switch after 24 seconds but not switch back; and to switch back and forth but it does it every frame and it's too fast. I've also gotten the switch to count up every X seconds (i.e. 1, pause, 2, pause, 3, pause) but not count back down. Anyone have any ideas?
  19. Switch values within a range every second

    I thought about it but I wanted to control the switch with an expression rather than keyframe it or motion motion FX I think I figured it out though. I have 2 different lines feeding into my [switch] one with a length value of 10 and the other with a value of 0 and then I'm using a pulse expression in my [switch] node to switch between the two values every second. This is what I'm using right now. pulse($F % 24, 0, 12) Right now it's working but I may still need to tweak the values. Although I'm not sure I can get it to pulse between more than 2 values at the moment.
  20. Hello, I am trying to make the sails and flags on a pirate ship blow with the wind (that is blowing in the -Z direction). But no matter what direction I put in the velocity parameter in the wind force node, the cloth only blows in the X direction. I thought at first the issue had to do with constraints or maybe one of the cloth parameters but I've played around with almost everything and I just can't seem to figure it out. Can anyone help me figure out what's happening? boat_resized.obj boat_flags_03.hipnc
  21. Student Demo Reel

    Hello, this is my student demo reel showcasing what I've learned within 8 months of learning Houdini and I was wondering if I could get some feedback on it.
  22. Hey, I spent a while prepping and adding to a model house for a destruction project but I'm having a lot of trouble gluing everything together. I can get the components of the house to glue together no problem (e.g. the windows, the walls, the bricks etc). But what I really want to learn is how to glue each of the fractured components to eachother. What I mean is that my house just falls apart, the bricks dont stay attached to the wall, the glass windows don't stay in their frames the roof shingles dont stay on the roof. I'm really hitting a wall here (no pun intended). Can anyone lend me a hand in figuring out how to approach this? The picture is my destruction model. Each component (roof, walls, etc) has its own constraint network but they arent glued to eachother so when I sim the pieces just pop off.
  23. Ok, thanks for replying! What I found out since I posted was that I had a bunch of constraint networks in my DOP network and each one had a glue cornel with each layer of the house (messy workflow I know, I think I know how to clean it up though) and what I noticed is that they all worked but the one constraint network with the gluecornel with the full constraint (every piece glued in one connect adjacent pieces node) wasn't doing anything. So I tried it in reverse and got rid of all the previous networks and just kept the constraint network that connected every piece and it worked. I'll try your suggestion and reply with my results but before I do, I understand everything you said except for the part about merging the centroids, what do you mean by that?
  24. Hey all, I've cached out a cloth sim that's was attached to a static object but when I read it back in with a file node the geometry jumps around in some frames. In the sim in the DOP net it's fine but in the cache it jumps around. Anyone know what's happening?
  25. Cloth not interacting correctly with forces

    Well now I just feel silly. Thank you so much for responding that's exactly what I was missing, now I can continue with my project.