Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


caskal last won the day on November 29 2019

caskal had the most liked content!

Community Reputation

164 Excellent

About caskal

  • Rank
  • Birthday 07/10/1987

Contact Methods

  • Website URL
  • Skype

Personal Information

  • Name
  • Location

Recent Profile Visitors

4,129 profile views
  1. Bend step on foreach

    Even better! digging into the setup, love the "buddhas temple" name xD Did a quick test with vellum, its not the real movement but wanted to saw this beauty in motion, I might tweak the petal, drop into substance painter for some texturing and explore that chramp scale.
  2. Bend step on foreach

    Hey guys, thanks a ton for the quick reply! @konstantin magnus thats a clever idea, I didn't tried via UVs but I tried ray projecting a rotated grid onto a sphere and almost worked, thanks for the entagma tut! @Noobini thanks again for the help! love that setup, thanks for your time making it, did a quick test and looks amazing already, now I'm trying to figure out the chramp on the transform xD but don't help me on that, setup is almost done, want to figure out something by myself xD, tried adding a chramp on the CTRL but is moving all at once and not working on the ramp, like taking only 1 value, also tried a copytopoints with curveu > ramp within the foreach but repeats on everypoint, i'll figure out alone, no help please xD I might do a mix between my first setup and your stuff to bend within foreach, thanks again man! @Librarian wow! saw that popcorn some time ago and is an amazing setup, didn't know that wire capture node, and btw just checked your file, you recreated that??? or the original setup is yours? is amazing! thanks for sharing, i'm studying it right now Thanks magicians!
  3. Hey magicians, I'm trying to model this cactus (crassula kimnachii) So far I have modeled a petal, bended, duplicated and transform in a foreach with metadata iteration for the scale and a sweep curveu to control the profile: My question is, I have the bend at the beginning of the node tree, and I need to access the bend scale on the foreach, to use with the iteration so is closed on the top and opened at the bottom. The bend got its own capture region so im having a hard time to play with this on the foreach, this is the way to go? or there's another alternative to make it closed on the top and opening on the bottom? Another test I did is using a curly curve (line with couple controls in vex), where I plugged the curly on the foreach and controls the opening with the metadata iteration: Any thoughts to approach this? Thanks!
  4. Hey guys! @Dubtronics @treebog Thanks for the tut and the hip file, really useful. I also tried a method I found here in odforce that transfers the Cd on sops and import thats in the vellum dop in a sop solver. Here are some anim tests I ended up making: Thanks again! Cheers!
  5. Hey magicians, got couple questions regarding Vellum: First one, how can I inflate stuff via an attribute? I tried making a color attribute and doing a shitty vex (i dont know nothing about it so is normal that isnt working), I also tried making groups outside and putting that into the properties with no luck. Im trying to inflate only the hands when I slide the restscale, here's a image to ilustrate: Second doubt: Right now I made the arms just fall and collide with the body, but how can I create constraints by having points of 2 different meshes? here's a pic to guide: Should I blast points of inner arm, blast points of the tshirt, connect adjascent pieces and use that as constraints? Any help will be super useful Thanks!
  6. Select inner edges for pipe generation

    Hey guys, thanks a ton for all of these! @anim now thats a use of groups, love that you made a setup without VEX (i know only couple lines of it so I would be struggling to modify if needed), I added a dissolve and a bevel on the spline instead of resample and works like charm, then I booled the roof, windows and pilars. THANKS! @Aizatulin thanks for the hips and explanation, those setups gave me a cool result too, but my knowledge of VEX is limited at the moment, hope I can make something like that someday! @librarian thanks for the youtube and thread link buddy! super cool info there! Cheers!
  7. Select inner edges for pipe generation

    Thanks guys for the help! I was getting crazy the other day, this was my best attemp: Then I was having a hard time to make the first and last point of the curve a little longer so it fits better, I tried a for each and resample with curveu but couldnt find a way to properly make the first and last point longer on each axis (tried normals by tangent too), any ideas for this? @Noobini I was watching some cool houdini gamedev videos yesterday and saw that "straight_skeleton" node, then I saw your post, just tested it, played a bit with parameters, and used a poly bevel, had to isolate only 1 face by normals to make it work and is looking good, only thing would be again, making the outer points longer @Librarian Thanks for the info buddy! couldn't find that talk by Kim Goss on youtube, do you have the link? Cheers!
  8. Select inner edges for pipe generation

  9. Hey magicians, im wraping my head trying to figure out how to add pipes in these walls, made an image to ilustrate my idea: Any thoughts? Thanks!
  10. UVs on copy sop geo?

    Oh shit, my bad i readed wrong, @Atom made the hip with some box method from F1, so... THANKS @Atom!
  11. UVs on copy sop geo?

    Found a mega fantastic hip by master @f1480187 on this thread that works incredible awesome, thanks @f1480187 for saving my life once more, legend!
  12. UVs on copy sop geo?

    Not sure if made a progress but worth the shot, made 3 udim islands based on normals
  13. UVs on copy sop geo?

    Applied a voxel mesh and autouv wich kinda works, uv size is big so it doesnt keep detail, but at least is working. Just got an idea from the latest help from @anim , I will try to group the geo walls, add a udim value, and make uvs in udims from there, not sure if will work but lets see Cheers
  14. Hey magicians, I'm building a procedural house wich I want some UVs, walls are based on copy to point cubes, I'm having issues to have all the cubes in 1 UV, will post some refs to explain: I tried playing with fuse to merge the boxes, using the autouv on the box before copying, after copying, also tried to make a vdb convert, UVs and transfer back with no luck Any thoughts on how I can get a general UV layout from these boxes? Thanks!
  15. UDIMS

    Master! this works beautifully, digging the wrangle solution you did. Thanks a lot for the quick reply and the time making the hip, appreciate it! time to keep making some procedural signages, cheers!