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Everything posted by nicoladanese

  1. copy/stamp, alternative ways?

    you just need to take care of normals so the cubes will align properly, and I think it could be a little trickier if you need to add some rotations to randomize the cubes as you need to enter quaternion-land!
  2. Hey! I'm looking into a way of doing this sort of abstract models, and I'm copy/stamping cubes on a grid, driving colors from a map and the height of the cubes (from another map + noise) is piped into a copy stamp, it works fine but I find it very slow when the number of copies rises too much, it takes roughly one minute to copy/stamp 1 million cubes. I noticed is not multi threaded so I wonder if there's a smarter/faster/better way of approaching this cheers!
  3. how to paint points direction while sliding on surface

    Hey Konstantin thanks for your reply, just saw it today coming back from xmas holiday. I tried to open your hip but I get an error of probably an hda missing or something in the distancealonggeometry1 node but maybe is beacuse I opened it with an older version of houdini (16.5) I was looking at the entagma tutorial, very interesting! I was also looking into the comb sop, so basically I think I can groom vectors with it, and the use those vectors to move the points! this way I have the artistic control I need
  4. hey! I'm looking into some techniques to move points along a surface where I define (paint maybe) the direction they should follow. any idea on how to do that? I was thinking on painting in some way some curve guides and then transfer the direction of the curve to the surface, and then maybe sample the closest point on surface to get the velocity I should apply to the points...but I'm not sure that would be the smarter idea...I was trying to stay away from uvs to get complete control over the sim without having to go back to uv layout... cheers!
  5. copy/stamp, alternative ways?

    are you packing when you copy to points? My setup was sort of a matrioska (the russian dolls that gets smaller and smaller) so I packed one tile, then copy the packed tile to more tiles...that kept my memory low! btw the image you see is rendered in 2 layers, foreground and background...
  6. copy/stamp, alternative ways?

    ... and this is one of the frame of the final result...roughly 1 billion cubes rendered!!!
  7. copy/stamp, alternative ways?

    Hey! I'm glad this thread is still useful! first I want to say thanks to all the guys that came and helped almost 2 months ago. I finally managed to deliver the shots I was working on and I'm really happy with the result! Dan, from my experience I would say that using color to drive Y scale is definitely the smarter way, I mean you paint/import/draw maps in color so you have a visual feedback of what is driving the height of the cubes, than convert color to the scale value as suggested by toadstorm! Purely from an artistic point of view, so very personal, I would suggest to not just use color to drive scale, but experiment with noises and other stuff, in my experience the most successful approach is to extract some features from the color map, and then add more informations to it to make it look more interesting and organic...but again this is very subjective here's an example of my stuff, as you can see you can find some feature of the color in the height map as well, but then I added a lot more informations to make it look more interesting, well at least that was the plan
  8. copy/stamp, alternative ways?

    hey all! thanks for all the replies, I'll look into all of them asap, I've been busy trying to get outof a shitstorm of work lately
  9. copy/stamp, alternative ways?

    Hey thanks! I didn't think about extruding primitives, definitely faster, the only problem is that this way you are limited on the shape of the geos, I think I need to have more control over the shape of the instanced geo
  10. ocean + ripple solver setup

    hey! sorry for the late reply just came back from holiday, do you still need it? I don't have access to my houdini right now but I can put something together in the next few days if you still need it
  11. ocean + ripple solver setup

    hey! I'm doing a water surface using the ocean tool under H16.5 and it's all good so far, now I want to intriduce a little wake in the deformed surface. I'm not using the displacement pipeline so I have the actual geo that I can bake and then apply the wake. is the ripple solver the right way to go? I'm struggling to combine the two effect and to apply the ripple solver on a moving object...any idea?
  12. cloud with interaction

    I'm glad it was useful!
  13. cloud with interaction

    hey! I'm doing some clouds (static) and I need to make one of them "dynamic" as a character jump out of it. since I created them with some geos, then convertem into volumes and applied some noise, so no solver obviously, I'm looking into some tips to convert it into a source for a dynamic cloud cheers
  14. how to export material stylesheet

    thanks! didn't notice it!
  15. Hey! I'm working on some material stylesheet for crowd, and I'm wondering if there's a way to export those rules to a separate file, so I can import it in different lighting scenes cheers!
  16. how to export material stylesheet

    Hey, thanks for your reply, I'm using 16.5 and it doesn't seem to work, I can't find the "view JSON" option...
  17. kill pop force contribution on Y

    thanks Filip!
  18. kill pop force contribution on Y

    hey! is there a way of limiting or killing the contribution of pop force in an axis?
  19. kill pop force contribution on Y

    hey! well this way I set to zero the velocity of the point, while I want to set to zero the contribution of that particular pop force. I just found out inside the pop force there's a geometry vop to set the force, where basically you can do whatever you want with the force resulting from that pop node I'm too used to maya where you don't have access to nodes, they are just black boxes you have to use the way they are designed and that's it. so good in houdini you can basically modify everything just by diving inside and having a look!
  20. Hey! I'm in a situation where I have cached a huge amount of points on disk and I want to render those points. What I do in the scene is reading the bgeo.sc caches, merge them all together, trail the points to calculate velocity, apply a pscale, assign a shader and render. If I run it on the farm with IFDs it takes a lot of time to generate the IFDs for render, and I'm trying to reduce the time of this task. I noticed that the IFD itself is tiny, the big part is that under the IFD folder there's a storage folder where basically I have a huge bgeo.sc file per frame which I suppose is the geometry I'm about to render. I wonder if all of this is not redundant since all those operation can be done at rendertime I suppose...I tried to set the file sop in "packed disk primitive" but it seems I cannot apply pscale after that, all the points render at pscale 1...
  21. Hey! I'm trying to setup a top network which is pretty simple. I have a dop network where I simulate points, and I have a top network to wedge the seed of the pop source. Now I would like to cache out those wedges, and ideally gather them all together to render. I found examples on how to render the points straight away, but nothing that tells me how to cache them. I tried the rop geometry output in top with no luck. anyone that can help me with that? thanks!
  22. cache out points seqeunces with top network

    awww ok got it, too bad you can't use $JOB. I mean for me it makes sense to design a setup for a single iteration, and take advantage of $JOB for caching. then incorporate the setup in TOPs without changing too much from the original setup. shouldn't be too dificult to transfer variables to TOPs processes in my opinion...now I can use $PDG_DIR or hardcode the caching folders...
  23. cache out points seqeunces with top network

    Hey Ben I managed to make it work using external sop, the only thing I-m havnig is that once simulated it looses the $JOB or $HIP...it-s caching out but in my documents folder rather than the project. also because is reading a previously cached velocity field since it has no $JOB is not erading it...I wonder if I have to do something to propagate variables to TOPs
  24. pyro vortex going out of bounds

    hey! thanks for your reply Joseph, I wonder if I can manipulate the existing velocity adding a bit of inward velocity rather than adding a custom field, I need to dig a bit more in how to customize data inside the pyro solver! anyway I think this is the easy way, although requires a lot of try and fail to get the right amount Pavel, thanks for the vex code, will definitely try this as well since I'm using that volume to move points, what I'm doing at the moment is doing the tornado at point level rather than volume, definitely easier to setup
  25. pyro vortex going out of bounds

    Hey! I'm looking into a way of keeping my volume inside the vortex boundaries, at the moment when it spins it goes out, any idea? I was thinking about a torus shape volume around it with custom velocities to push it inside when it goes out, but maybe there are better solutions! cheers!