Jump to content
[[Template core/front/profile/profileHeader is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]

anicg last won the day on March 11 2020

anicg had the most liked content!

Community Reputation

12 Good

About anicg

  • Rank
    Illusionist

Personal Information

  • Name
    mani acg
  1. Let me asked differently as well: one geo node for all grids and materials or one geo node for each material? What is best practice / what would you do? Plenty of surfaces (some grids and boxes) each has a material (Megascans surface). Not all surfaces have the same displacement scale, so the displacement scale I need for each megascans surface will be different, because the surfaces are different. Fair enough, I can change the value for each in the material displacement scale. But there is under obj node a displacement scale as well. Would you: (1) have all walls and floors and ceilings inside one obj node (e.g. geo1) and tweak the displcement scale in the material node for each material or (2) have an obj node for each material e.g. floor and ceiling share the same material, so floor and ceiling will be both inside a geo node, and other geo nodes are driven by materials, 1 geo node <-> 1 material.
  2. Try to scatter some grass and get it a bit accurate, but places that I reach are all flat. anyone lives in an area where you can see (photos are not enough) if the grass grows following the surface normal or just vertical like trees?
  3. I attach a file where I expand and then deactivate the vdb. Question: since it is a vdb which, correct me if I'm wrong, only computes voxels where there is density information, why is it that when I use vdbactivate the number of voxels increase while there is visible no density there? does vdbactivate add a tiny vdb value just the additional voxels? And if that's the case how does the vdb deactivate know which voxels need to be deactivated, there are empty, right, but if they are empty they shouldn't be counted in the number of voxels in vdb activate. Any idea why the number of voxels increase with vdb activate and how does vdb deactivate know which voxels to shrink? vdb activate and deactivate.hiplc
  4. I was led to believe that the particle separation and the voxel size are meant to be the same value to avoid wasting resources. In the attached file, the default preset that SideFx made for "Pyro Configure Billowy Smoke" (from the tab menu) has 3 different values: Particle separation in pyrosource 0.05 Voxel size in volumerasterizeattributes 0.075 Voxel size Pyro solver 0.1 When would you have different values? are we gaining anything with earlier values of 0.05 and 0.075 when we're solving at a lower resolution of 0.1? particle separation voxel size.hiplc
  5. Attached hip file. The Seed under Ocean Spectrum seems to be doing much more than just the seed that I'm used to in Houdini, which is giving a different look of the same, if you see what I mean. Wave height and sharpness are controlled by wind parameters (Speed and Chop), but the seed seems to be messing with the sharpness, sometimes the height the waves. Here is an example with seed 0, and the seed 56, ceteris paribus, where the difference in sharpness is glaringly obvious. Why does the seed impact areas (e.g. Shaprness) that other parameters are supposed to control? ocean_spectrum_seed.hiplc
  6. I attach a file where need to remove randomly a percentage of the points say for example 15%, whether using vex or not. I know I can reduce the number in the scatter, but that happens before further processing on the points, I'd like to keep the the point positions but just remove some of them. remove_randomly_pct_points_.hiplc
  7. Attached hip file, for a sphere with keyframed animation. In CHOPs, using a channel wrangle, I need to extract the distance travelled , in both cases: (1-green sphere) only tz is keyframed (2-red sphere) all channels are keyframed VEX_extract_distance_travelled.hiplc
  8. attached hip, the lower part of the box should be inactive for the first 10 frames and active after frame 10. I have attribute wrangles but it seems they are not evaluated after frame 1. How do I make the simulation take into account this rule of active only after frame 10? active.hiplc
  9. To make a circle out of primitive, I need to manually select the primitives/edges/points, then press T, then right click choose Make circle or Shift+C, which creates an edit node. But when the geometry changes (number of primitives) it's a mess. I have grouped the primitives procedurally, but I do not know how to make circle out of this group procedurally. Any idea?
  10. attached is a wonderful file from cigiwiki: https://www.tokeru.com/cgwiki/index.php?title=HoudiniCops Where it converts a latlong into a cubemap, kind of unwraps an 360degree image. The problem is I'm stuck with the cubemap and want to go back to latlong. Any idea how to invert the code? Latlong_to_cubemap_v04.hipnc
  11. I attach the hip file where I have a simple grid but I need to divide using the area (e.g. area/12), I get an error "Local variable 'area' not found. " although I'm using a measure sop that creates an area attribute. Any idea? area_divide.hiplc
  12. Attached hip file with 2 methods of bringing vellum objects together. Grain turns to points when using the pack unpack method, any idea what's wrong? grains.hiplc
  13. Attached hipfile Grid has 4 points. I need to copy 4 geometries, but each one should take a point, this way 4 geos 4 points. Box point 0 sphere point 1 torus point 2 platonic solid point 3 copy_one_unique.hiplc
  14. In his 10 minutes he first uses Cd (point colour) to bake, It work for me, see attached screenprint from vertex colour, but I want the texture quality. So when he grabs the textures (diffuse, normal, roughness) it works for him, but I don't get the diffuse and roughness, they're some plain colour, I do get normal and ao. Any hint what I'm doing wrong? I've used the exact same asset.
  15. I've used collisionvel in pyrosolver and it works like a charm (values of 1 to 5), I've tried in the sparse solver but it's completely ignored even with values of 100. Any idea how to make the sparse solver use collisionvel?
×