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flcc last won the day on May 8

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  1. Nice try ! You may check this topic https://forums.odforce.net/topic/25534-differential-curve-growth/ and may be this one also https://forums.odforce.net/topic/27291-circle-packing-dart-throwing-onto-a-3d-surface/ But there are so many different effects in these two videos. Maybe you should be more specific about those you're interested in.
  2. to achieve that, you don't need VEX, just some years of experience ! And the second clip is simply made by theMill. So you will also need a team of ten people each with years of experience
  3. Opening the script editor (Alt+E in the field code) ?
  4. Custom AttTransfer With Effector in Vops

    May be something like this. Not Vop but wrangle. I tried to keep the attribute transfer SOP. but without success. The transferred color appears black but because point and prims normals are in opposite directions (it's already like this in the original file). If you disable the normal mix you see that color is correctly transfered. If you want use another object than sphere as an effector you must use volume attribute. I recommande you to take a look at the "Add arsenal to your arsenal" entagma series. Or more easy use MOPs. Pretty sure it can do the trick. ATTR_TRANSFER_BY_EFFECTOR F.hiplc
  5. Another easier way to get separated object is simply from Maya to convert your file to FBX, which allows you to recover all the objects separately. I know this is not the best way to learn Houdini. But really the question is what do you want to do with these objects. Having the objects separated is really Maya's (or other DCCs) plilosophy. Coming from Maya & C4D, I fully understand how you feel. However, kitbashes is often complete collections of objects grouped together in a single file. And wanting to separate them is legitimate. But, depending on how the obj file was saved, it may not contain material groups, in which case the script provided by davpe will not work (thanks to him anyway as I also get it ). In this case try the FBX method.
  6. Create group from array attribute

    This is from a piece of code I get on sidefx forum sometime ago. (can't retrieve the page) I think it can help. however it's a "post process" int n = nuniqueval(0, "primitive", "primAtt"); for (int i=0; i<n; i++){ int uVal = uniqueval(0, "primitive", "primAtt", i); append(i[]@uarray, uVal); }
  7. Old stone wall destruction

    Thank you. I hadn't thought about that one. I will immediately look for tutorial and info on this node since I haven't used it yet For particles ans dust yes, I even think I will abuse them I just hope to find the time to build a nice complete set-up, since my deadline is pretty short. Especially that it is on concrete projects that we learn.
  8. Old stone wall destruction

    Hi I have to make a video mapping on a castle facade and obviously there will be at some point a destruction of this facade. I have already done some tutorials on wall destruction but it is not my specialty. I will rebuild this facade stone by stone from traces, because there will be also mograph-type animation. I think I will use these same stones to do the destruction part. But depending on how I proceed the stones may or may not be joined. And I'm pretty sure that's an important point for the destruction part. Any advice on this point, or on the best way to achieve this? traps to avoid? You can see on the picture detail of the stones masonry thanks in advance for your time.
  9. Well, I'm trying to use the windows->CacheManager. I'm clear : Alembic object cache Alembic transform cache Object transform cache Sop Cache but when I'm play the animation I get an instant crash. Obviously when I relaunch Houdini all is ok. A good crash cleans up well Maybe there's some caution to take when cleaning the caches ?
  10. Hi I am on a project where I very often have to replace Alembic files. These alembic files are used to make morphs. But frequently when replacing file, it doesn't go very well. Morphs explode after reloading the file. I have to restart houdini and then everything goes well. Closing and reopening the file is not enough. I guess there's a cache somewhere that's not completely cleaned up. Is there any way to force these caches to empty, because I have to relaunch Houdini very often and it's starting to get tiresome. [edit] Come to think of it, it's more likely the cache of the blenshape node.
  11. learning foreach loop in vex

    Attribute Array declaration is slightly different than standard array. f[]@myclass = {1,2,22,3,45}; float val = f[]@myclass[3]; Apparently this syntax disturbs more than one (me the first). I Already respond to this question three days ago . It must be said that this particular sintax is not really easy to find in the doc. It's in the array section of the Using VEX expressions chapter, but not in the declare attibutes section and not in the array chapter ! Check the Mestela Wiki for more infos http://www.tokeru.com/cgwiki/?title=HoudiniVex#Arrays
  12. Help needed for making Gear Generator

    The connection part is precisely what I wanted to try in houdini. In my previous use it was semi manual. A script attached to each wheel with a link to the previous wheel, with known radius and position. It was for "real" machines. For my "try" it will be more a UI exercise. How generate the gear : Giving two points and a number of gear to create in between ? Give a random (or not) grid of point and generate gear on these ? random size or not ? other ? And then generate all the links and speeds. And then I probably discover it's not so easy The gear building itself is done and almost "pure" VEX
  13. preflight allows you to find the path of the missing textures, but not the name of the materials who use them. It was the purpose of the question. That say its usefull too.
  14. Help needed for making Gear Generator

    Are you in a hurry? Because I was about to post a gear generation asset with a gear connexion part. I already do this but in another software. Unfortunately, I'm really in a hurry to finish a job an I can't dive inside for now (not in yours, not in mine). I don't think I can get back to it for another week or two. What I can say for now is the "connexion" is fairly simple and is more a UI problem. I think the for-each approch is not the best (but it's just a quick opinion). At least the iteration use, cause the gears speeds is just about teeth numbers. You should create an attribute "numTeeth" and use it. And by the way I get an "incomplet asset" message. At the object level I just see a line.
  15. nearpoints error

    Write it like this : i@[]pts = nearpoints(1,@P,40); don't ask me why. It's an attritute syntax, and a facility I think. But i'm not sure.