# PixelNinja

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Matt Tillman
1. ## Alembic particles to C4D

Yeah most of the time pscale and age are all you need. I recently had to deal with instancing with orientation though and it took me a fair bit of frustration trying to figure it out. Glad you found it helpful!
2. ## Alembic particles to C4D

I spent a fair bit of time trying to figure this out today so I figured I'd post a quick tutorial for posterity. The only other guides and info I could find were specific to getting pscale and Cd into C4d for Redshift. Nothing on orientation or other attributes generally. Long story short: - Unless your attribute is explicitly typed (i.e. Vector, Quaternion, Matrix instead of 3flt, 4flt, 9flt) C4d will read it as a float (or "Real") - Orientation is handled by the "Alignment" TP channel, so you need to convert your @orient to a matrix3 before export Hope this saves someone else some time.
3. ## Object Propulsion

I'm trying to recreate the effect of small pieces of dry ice propelling themselves across the surface of water. First step was to figure out the propulsion. Thought I'd post my solution in case anyone was interested. The basic approach is to take a number of points on the surface of an object and use their normals as propulsion vectors to move and rotate the object in a (somewhat) physically accurate way. The points and normals can vary over time to create more random behaviour. This can probably be incorporated into dops somehow but haven't looked at that yet. It is also entirely likely that this is trivial to do in some other way and I've wasted my time. If so, please let me know. mt__propulsion__1_0.hdalc
4. ## Train wagon realistic position relative to curvature

Made a cute little render with this technique toy_train_cam03_v001.mp4
5. ## Using Erode layers as a mask

The Heightfield Scatter sop has the option to use a mask layer for scattering
6. ## Vellum "attach to geo" based on animated Cd not working

Add the noise to the constraint geometry, then set the third input on the constraint property dop to second context geometry in order to reference the value in the vexpression. vellum_animated_constraint_v001.hiplc
7. ## Train wagon realistic position relative to curvature

More accurate version. Also supports a length attribute for varying carriage lengths. I left a toggle for the simple calculation as that might be desired in certain circumstances. train_align_v003.hiplc
8. ## Train wagon realistic position relative to curvature

Here's a quick approach I came up with. It assumes all carriages are the same length. I also measure carriage length along the curve, rather than in world space, so it becomes more inaccurate the less straight the track. This should do fine for most purposes, but if I find the time I'll see if I can implement a more accurate measure. train_align_v001.hiplc
9. ## Vellum export alembic

To export separate meshes as alembic you want to check "build heirarchy from attribute" on the alembic rop. It will separate each packed primitive into separate objects based on the path attribute.

I haven't heard of that trick. I'll check it out though. Cheers. Allegorithmic has said they'll be updating the substance integration for Houdini so hopefully this won't even be necessary soon. It would be great to be able to properly load procedural sbsar files directly.

I've made this to save time loading shaders from Substance Source, but should work for any substance material. Just select the parent folder of the texture you want. Figured some others might find it useful too. It has proper viewport handling of Base Colour, Roughness, Metallic, Normal, Emission and Displacement. Not 100% perfect, but pretty damn close. Hdalc for now. Tried to upload to orbolt but kept getting an error (Invalid node type name). Don't think it likes redshift nodes. If anyone has any experience with this let me know! MT_RSSubstance_1.0.hdalc
12. ## OpenGL Tags for UV scale/offset

Anyone know how to get uv tiling and offset to display in the viewport with opengl tags? I'm trying to build a shader asset to speed up my workflow. I've implemented the opengl tags to correctly display the diffuse, roughness, metallic and normals. However I just can't seem to get tiling and offsets to work. I apply the uv translate and uv scale tags (and set the uv layer number), but no effect.
13. ## area difference

Interesting. I haven't actually checked that out, but according to this they should be the same. https://qiita.com/AokTky_dori/items/de2007716a6a19f26668
14. ## Attribute value of the current prim in a for loop

Since it's a foreach primitive there should only be one prim, so I would just use: prim(0, "attribute", 0)
15. ## Find Intersecting Packed Primitives with a geometry

Maybe try converting the packed prims into bounding box geometry, then Boolean against the collision geometry in detect mode. That will give you groups/attrs on each box that intersects the geo.
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