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AntoineSfx

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AntoineSfx last won the day on July 20 2018

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About AntoineSfx

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    Antoine L
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    France
  1. Packing circles of different radius

    Excellent finding. I kinda knew the new uvlayout from H17 acquired super powers, because they mentioned it in the Launch presentation video... but there are only so many hours in a day.
  2. Leather texture, bump map

    Using mantra, how to achieve this ? This looks like something that could be done with just a bump map, but I don't understand what to plug into bump map texture in principled shader. It expects a string, and I don't know how to create a noise texture that would plug into that.
  3. I have a set of curves and one object. Can you give a starting point to end up with a sphere moving along each curve, with a time offset so that they don' t start at the same time ? I assume it' s some CHOP black magic, but I don' t really know where to start. houdini.chopcopies.hipnc
  4. Discretize 2d shapes

    Given a shape, how could you process it to make it a good starting point for copying those various elements at its points ? At first it looked like something related to the Bresenham algorithm, but neighbor pieces have to have one common edge.. The anti aliasing algorithm avoids such situation, so it won't work I wonder what other mathematical problem this is related to.Could it be as simple as a snap (fuse), to a grid, then take care of the 45 degree edges ? I'm trying to have a polygon that is made only of segments oriented along one axis only at a time, and is an approximation of the initial geometry.
  5. Discretize 2d shapes

    Given a shape, how could you process it to make it a good starting point for copying those various elements at its points ? At first it looked like something related to the Bresenham algorithm, but neighbor pieces have to have one common edge.. The anti aliasing algorithm avoids such situation, so it won't work I wonder what other mathematical problem this is related to.Could it be as simple as a snap (fuse), to a grid, then take care of the 45 degree edges ?
  6. Using an environment light, is it possible to create some geometry to will realistically stick to the environment ? For example, is there a proper way to align, say a bench (my own geo) onto a sidewalk (visible in the env light) ?
  7. Vertical stripes texture

    Can you suggest me an efficient way to do this kind of texture ? Vertical stripes with a random width and color. Assume a curve polyextruded along y. I did this at geo level with attributes and colors on primitives but I'm not satisfied with it. I take it as an opportunity to start learning materials.
  8. Fix polygon with bad topology

    Actually in that case, Fuse did fix this polygon the way I wanted.
  9. Fix polygon with bad topology

    At some point, after a triangulate 2D, I end up with a few bad polygons with this unpleasant topology. ( Arrows are here to help you understand the topology) The middle edge is not a shared edge. The points happen to be at same place, but they're not the same points. The polygon doubles back at its center. How do I fix this ? I can't pass that monster downstream.
  10. Also, from a tool design perspective, how do you think such an operator should work so that it can be applied to its output in a commutative way, and give the same result ? For example init geo0 = a rectangle geo1 = gap(geo0, dist0, width0) [ door 0 ] geo2 = gap(geo1, dist1, width1) [ door 1 ] so that the distances are always expressed relatively to the initial geometry. The idea would be to be able to switch dist0 with dist1 and width0 with width1 and still have the same geo I understand this information is lost doing that way, so maybe something like just splitting / marking portions of the curve for deletion later ?
  11. Hi there How may I achieve this: let's say I have a rectangle. I want to add a point at 10% of its length, then another at 20% of its length. Later I'd like to have some knowledge of whether a segment is between two points that were added to the original geo, for example to make an opening for a door. I didn't have much luck with carve because the First U parameter is expressed in terms of a u parameter in NURBS, not a distance on the curve; also two consecutive carve SOP are not commutative,
  12. Area preserving deformer

    How can you simulate a sheet of paper being pushed through a hole ? It can't be just a local deformation, not sure about the physics behind this, but some kind of constraints propagate to the whole sheet, while other stay local (like just folding a corner)
  13. Curve parallel offset

    Use Sweep SOP with the curve as backbone and a Line SOP in the x direction, Enumerate SOP the line points, then after the sweep, delete SOP the points which you don't want (group: @index==0), then Add SOP / by group You'll still have to handle somehow the case where the curvature of the curve is less than the length of the line, you'll maybe have to read some differential geometry..
  14. I have several features of an animation tracked in Davinci Resolve. In Resolve (Fusion really) I can export it to a text file, the format is: DFMO 0.750000 0.140625 0.000000 0.750073 0.140554 0.500000 0.750146 0.140483 1.000000 0.750179 0.140426 1.500000 0.750212 0.140369 2.000000 i.e ( Column0 space clumn1 space column2 ) relative_X relative_Y time What is a path to an animated null ?
  15. Get rid of subdivide artefacts

    The setup is : polygonal tube without end caps, 12 columns, then a polyfill set to triangle fan to cap it. Then subdivide at depth 0, 2 and 3 How can I get rid of the 12 ridges on the bottom right geo ? I would like it to converge to something non convex at least.. I understand that at step 1 of the subdivide, it's breaking the smaller side of the top triangles in the middle (on the top cap), making it closer to the center than the other ones, hence the wavy effect.. Is there a better topology to start with that won't generate this wave ?
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