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flcc

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Everything posted by flcc

  1. @Aizatulin Thank you for that very clear explanation. I got the intrinsic meaning now. Meanwhile, I found one of the problems... a typo ! @pt_uv in place of v@pt_uv. I still fall into that trap sometime. And yes i've carelly checked constantin link. I've learn a lot with this "little" problem Thank you for your time Cheers F
  2. @Aizatulin Thanks, It works perfectly like that. But is it juste another method or does that mean that uvsample is not the way to go for this task ? I ask because you say v@pt_uv is working for you. I try to split point and vertex before the wrangle (in my previous exemple), but no way. Just trying to understand.
  3. Thanks Konstantin I've checked the link examples, but I really miss something here. I' probably don't fully understand how houdini handles UVs. First : I don't really understand what intrinsic uv mean. Thus I dont really understand difference between primuv and uvsample. May be a language problem. For me intrinsic mean : "Which is contained by nature". is it uv created or calculated on the fly ? Second : Your last exemple work with grid -> rubbertoy but not with rubbertoy -> sphere, more precisely don't work with respect to original uvs. You use relbbox to create new "pseudos" UVs, while UVs exist. why ? Third : I made a very simple example to illustrate. While I've begin to study the link examples and I kind of understood what is done, I still don't understand why in this very simple example uvsample don't work. neither with point uv nor vertex uv. - is uvsample should be run in a vertex wrangle ? (seem not) I need to dive deeper in the exemples but some light should be welcome. Thanks for the help Cube to sphere.hipnc
  4. Mac Pro with limited funds

    I'm really not a hardware guy and I did meant complete solutions. Check here, that's where I bought my equipment. It's a little french compagny. They know very well 3d world, and build nice and fully tested configurations. You can obviously call them if you have specific requests. Really not DIY systems. Pretty sure you can find equivalents in your countries.
  5. Just curious, I try to apply this method to an object from real UVs, and I can't get it to work. The best I can obtain is by promoting the original vertex uv to point uv but all I get is beautifull spiral on the sphere. At least it's not just a point . an idea why ? sphere_pos real uv.hipnc
  6. @konstantin magnus Nice and simple set-up. It make me understood the relbbox usage. The VEX version. However the "morphing part" is a bit strange with this solution. spherify_grid vex.hipnc by the way it seem frompolar doesn't exist in VEX. I must use "view vex code" to find the way to use it.
  7. Mac Pro with limited funds

    Why ? Dell, HP or BBox, for high-end workstation are the most expensive solutions on the market. You can find everywhere specialized store who build competitive solutions. I get a threadripper 2950, 128G RAM, 3xGTX2080, SSD500 + M2 500 + 4T° storage , all assembled, and tested for 7000€ (8000 $ ?) The same with MacPro is about 14000€. It's twice the price ! But I can understand Isleofgough reasons as I'm a also a long time Mac User. PC for 3D task, Mac for video tasks. And Yes when you have tons of media and projects archived on osx drives, it's not easy to switch. But now even for video since they gave up quicktime, and other codecs tends to dominate these days, (even ProRes is now standard with last versions of adobe products), the cons for video tasks become minimal. Is why I wanted to make a total switch, but hey, for a long time user it's not easy. I choose an intermediate solution with Hackintosh. I have two and i'm very happy with it. I use them for my video task, and I can even switch to windows if needed. Problem with that, is you better to know somone who build it. And for administrative task, a macmini. Conclusion: I haven't gotten rid of apple.
  8. @Atom I've buid it in H17. Probably why it don't work in H18. But it's strange, traditionaly when a node change SideFX change node version. And in this case it should load the 1.0 version, and It should working. is there a version number on this new sop ?
  9. Just a detail but as is, the bend values don't reflect the actual bending proportions. (bend1 angle x1 bend2 angle x2) If you constrain the capture length to the grid size, then you get correct proportions, and most importantly you can change the grid size freely Grid_to_Sphere F.hiplc
  10. Houdini 19 Wishlist

    @6ril You right. Select tool, then move or other transform tool (not manipulator) ends with an edit sop. my bad. Curve need some love
  11. As Konstantin say it can be done with uv scaling, but I have done exactly the same earth setup stuff, first in 3dsmax, then in C4D, and it's more easy to do with multiple uv sets. Each tile covering the full uv domain of the corresponding faces. With faces maching the google or Nasa slicing. Thus I guess your question is more how about multiple UV sets in houdini. If this help, here is a little start exemple. If you use mantra for rendering, you must unlock the principledshader to change the second (or third or...) uv name inside. second texture don't show in viewport but is rendered. This shading part could surely be improved, as i'm not a mantra user. Multiple uvs.hipnc
  12. Try Alicevision. You must install Game Development Toolset first. It's a free open source photogrametry plug-in developped by mikros image (As a French guy, you've got to know them https://www.sidefx.com/tutorials/alicevision-plugin/ Don't try it, but having to do some meshing sometime ago, I don't find ideal solution. Better results I get was from : vdbfromparticle-> vdbreshape->vdbsmooth->vdbconvert. I wasn't aware of the Alice solution. If you try it, let us know if it works well, I'm interested.
  13. Getting Creative with Vex and Python

    It 's important to practice by yourself on simple setups. Doing tutorials is good, but in the end you don't see what you haven't understood. Python is rather made to communicate with houdini, interface, automation etc... As much as you can, it's not really for creative tasks. At first, it's best that you focus on VEX, IMO. You can find tons of example files here. Play with them, deconstruct, reconstruct them. And you will see that even seemingly simple functions need to be "domesticated". What you don't do when following tutorials. Some sources of vex file to play with https://forums.odforce.net/topic/24056-learning-vex-via-animated-gifs-bees-bombs/?page=6&tab=comments#comment-171293 https://forums.odforce.net/topic/32732-learning-challenge-vex/?page=2 And obviously the VEX page of the mestela wiki http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex
  14. River

    It's not the fact that there is no moss, that disturb me, it's the marble-like, or layered effect, that don't look natural IMO.
  15. River

    Super nice Just the texture of the central rock, a bit strange or not coherent with others stone, disturbs me a little.
  16. Good to know. Thank for sharing the solution
  17. I had something that looked a little bit like this, it was a problem with normal build-up. But here it's different, I don't think it comes from the speed of the particles because if you look carefully some glitchs happen also on the left and are perfectly synchronized with those on the right. At frame 19 for example, it's clearly visible. May be you best to ask on the redshift forum because even if it's not a bug, it's weird. If you use the last 3.0x version I see that somes are artifact problems using sss, what I guess your water use. PS : The fact that the problem happens on the whole image at the same time makes me think about post fx, do you use it?
  18. I think the big pours were reserved for architectural elements, the fluid on daredevil itself was cleaner and more discreet. But that's your version and it's cool. I have nothing to say, actually, other than well done !
  19. Nature fun

    If there was a houdini marathon, no one could beat that guy...
  20. Displacement breaks the geometry

    Just delete the expression in your mantra displacement propertie end set it to 10. The displacement bound parameter of the princpled shader is useless in a materialBuilder context. test_disp2.hipnc
  21. Nature fun

    Beware ! Librarian is trying to take control of our minds.
  22. Modify an existing group

    Click the arrow and Hit Enter ! Thank you very much.
  23. Hi How can I modify an existing group. Let me explain. I spent some time making a complicated edge selection, I made a group of them, but I realize afterwards that it has a few edges too many, and apart from finding their number and deleting them from the field, I can't remove them from the selection. - selecting the group (in network view) and using Ctl or Shift to remove those edges doesn't seem to work. (edges turn red, but are not unselected) - Maybe turn the group into a live selection, remove these edges, and create a new one, but I don't know how. - Another solution? I'm not looking for a combination of groups sops, it's more about basic use of houdini. Thanks in advance!
  24. Connecting 2 set of points one by one

    Hi Here's another solution independent of the order of the points. But your sets of points, at some point, has to be connected. I guess at first they did. This solution is a mix of a tuto from entagma and another one another one from Junichiro Horikawa here. It's about connecting two (or more) groups of points according to distance. there are two sets of groups, one created with the group sop, the other created with VEX. Both are not necessary, but I was experimenting with different methods. Connecting_two_groups.hipnc
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