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AntoineSfx last won the day on March 2 2021

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    Antoine L
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  1. I'm trying to have a sphere jump at some points in space when it's close to those points. I would like to have for one step of the dop, to have v + = dv_n , where dv_n is a point attribute on a curve that the sphere moves close to. I'm trying to emulate a player pressing a jump button once where the sphere is close to a given point The logic I'm using is this: in DOP, in Geometry VOP // The dv curve has points which have mostly dv=(0,0,0) except at some points where I want the sphere to jump the curve is connected to Geometry VOP input2 get the near point on the dv curve import dv_n attribute found on the curve at that point in space v += dv_n Doing only this, I get multiple d += dv_n depending on v. I'm trying to have an array which stores the points which have already been used so that I can ignore them for some time or forever. I'm not sure where the integer array should be stored though
  2. How to drive activation with SOP ?

    I'd love to see how to attribute transfer from a RBD Packed to a curve in a dop network. Then read data from that curve in order to drive Activation for example. I quite don't get the logic.
  3. How to drive activation with SOP ?

    you can't attribute transfer in DOP, and in SOP upstream from dopimport, it's a fixed object.
  4. How to drive activation with SOP ?

    Because I don't know when it needs to be active. I only know where it needs to be active, i.e as some information in SOP.
  5. Say I have a RBD Packet Object and a bunch of obstacles to jump over I have a velocity Impulse force that needs Activation set to 1 at various locations in space and maybe a direction , i.e a bit before the object reaches the obstacle. In DOP, how do I get those values from a SOP context ? I would like to set some points and vectors somewhere, and use those as an indication as to where and how much the object should jump
  6. How can I convert a point cloud to a surface?

    Using third party tools: Meshlab 2021.10 Import Mesh the point cloud as OBJ file 1/ Compute Normals for Point sets 2/ Surface Reconstruction: Screened poisson (those are the full names of the functions, you can type them in the upper right magnifying glass search field) I can't elaborate too much on the parameters, but you should be able to reconstruct the surface in some case, especially if the point cloud still looks like a surface, not your use case, as it will output a surface, but something that doesn't really look like the original rubber toy I think it works well for example, to rebuild the mid section of a character if the hole size is in the same ballpark as the average distance between the points; otherwise the rebuilt surface will not bridge the two parts together. Lots of parameters to play with though...
  7. Place a point on center of surface

    primuv can help I don't know the relationship between the P value computed by uvsample, and say, the P value the renderer is using when rendering the primitive, but you can try this Those are 2 for loops, iterating on primuv for values in [0;1] The input is is single non planar primitive, not a surface. Houdini is doing something do parametrize the surface (intrinsic UV), but I don't know what it's doing. You can skip all the loops and try this in detail wrangle: vector p = primuv(0,"P",0,set(0,1,0)); int center = addpoint(0,p); setpointgroup(0,"center",center,1,"set"); The set(u=0,v=1,w=0) reads like this: u= location on the perimeter (in 0;1) v=distance to the edge ( 0= on the perimeter; 1=center) w= not used in this case So set(0,1,0) defines a point that somewhere at the perimeter of the primitive, that is projected towards the center (v=1) It should give you some kind of center to the primitive. HTH
  8. For example, Topo Transfer can be quite expensive. I don't mind spending 15 minutes of CPU for the result, but changes upstream trigger a solve. Is there a way to make it save results somehow ? Lately I've been stashing the result, but it's a bit too manual for my taste.
  9. Free Pig Head Sculpt

    Maybe they could have offsprings ?
  10. It turns out, Topo Transfer' ing a high resolution sphere, with polar UV and the original texture assigned to it to help pick the features -- is doing the job just fine Just took 15 minutes at 1,600 % CPU usage on my trusty dual Xeon 32 cores workstation. Now the resulting surface obviously doesn't match the original person head, but that's the point of projecting it on a geometry with a known good topology for easy tweaking Also, a few problems exist on the back UV seam.
  11. Can you quote the source and the use case ? 400 lines of Python is a bit rough to start with.
  12. There is a high resolution free sample here https://www.3d.sk/photos/show/id/949587 What method can we use to generate the UV on testmodel head so that the texture fits the head ? It looks like it's a job for topo transfer but it's not exactly in the same attribute space. Ideally something like defining landmarks on two geometries and have topo transfer match the two topologies. Or maybe something like UVFlatten with a seam on the back of the head, and some constraints to make it look like the texture. I have not tried this method though Any thoughts ?
  13. Transfer UV after a topo transfer

    That solved the problem. I had to uninstall SideFX Labs because it was throwing Python errors randomly, but I know it can be done. Thanks.
  14. Transfer UV after a topo transfer

    I can't see an obvious way to transfer the UV to a geometry after it's been Topo Transfer'ed The UV are attached to a topology, and there is a big topology change after the Topo Transfer. The only texture UV that exist are the one from the source geometry branch. I can see something like recreating the UV boundaries from the target geo as an edge group, the using this group in UVFlatten so that the uv islands on each branch have the same topology, making it possible to map it to the source. But i haven't tested that To clarify: Mesh 0 : dude with jeans, has a random topo and a good texture and surface Mesh 1: same surface in 3d space, but UV and topology from Tommy Mesh 2: Tommy I'm looking for a way to get the UV from Mesh 0 on Mesh 1, but they have a totally different topology..
  15. Rotate the orthogonal views

    Thanks It kinda works but it doesn't snap on some integer angles, and it doesn't even allow to rotate backwards in a consistent way (angle forward around Y != angle backwards around Y). I ended up creating an ortho cam from the top view, then setting the angles myself.