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About PepperRules34

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  • Name
    Juan Pablo De La Rosa
  • Location
    Arles, France
  1. Continuous Mesh from Trimmed CAD surfaces

    Hey @Librarian ! Wow thanks again for the help Well it's true that with the examples you gave me, and with mine, almost any cool FX can be done haha The thing here is that my primary goal was notreally doing any FX on the object. It was to get a clean, continuous, optimised, triangulated mesh from the CAD object directly by importing it and handling it in Houdini. (eventually the main goal is to create a library of lowPoly assets, having CAD objects as input !) But after speaking with SideFX directly, well, it turns out that Houdini is simply uncapable (for the moment at least !) of meshing the collection of trimmed Nurbs Surfaces as a whole; instead it just meshes the surfaces separately pased on parametric information. Seems that they were working on this many years ago but it was abandoned along the way... Oh well ! No problem hehe I will just follow your advice of creating a triangulated mesh of the CAD object by using another software. Will try GeoMagic as you said ! If you have any other software in mind I will be more than pleased
  2. Continuous Mesh from Trimmed CAD surfaces

    @Librarian thank you so so much !!! I've seen your posts from other threads and frankly your contributions to the community on these subjects are incredible ! I will give those softwares a try in the meantime, I will upload the scene with some of the ideas that I had along the way, as well as the basic CAD too. thanks again !! sampleCADreconstruction_od_001.hip
  3. Continuous Mesh from Trimmed CAD surfaces

    Hello to all magicians ! So recently I've been trying to tackle a topic I never realized was going to be so painful : generate proper meshes from CAD files. The goal is to create a tool to generate clean, lowPoly meshes from CAD assets. And by CAD I mean using directly the nurbs surfaces/curves generated by the CAD software; often surfaces that are not joined really, they are just an ensemble of trimmed surfaces. If I just use a single Convert node, each surface will have its own mesh density, and what I really need is a continuous mesh allover. I've been reading quite a bit lately in ODforce forums as well as SideFX and I believe that this is still a mystery to most of us. From the information I've gathered, everything adds up to remodelling the asset using Nurbs tools... Creating profile curves, skinning, stitching, etc... but if any one has a better trick for this issue, I'm more that happy to hear ideas !! Thanks a lot
  4. Well, by mathematical definition the arccosine function will always fetch a result between 0 and 180.. But in order to achieve what you want, why not simply assign v@N the inverse normalized value of (posPt1 - posPt2) calculated at each frame? We are technically not rotating an initial v@N value but creating one every time pt2 moves! Is that something that might work? vector posPt2 = point(1,"P",0); vector normal = normalize(posPt2-@P) * -1; v@N = normal; rotation_issues_v002.hipnc
  5. Maya Lattice Information to Houdini SOP

    Noobini! Thankyou once again!! The grids technique was the winner! I had to create a separate asset to create deforming planes out of an input animated mesh, this way I didn't have to reanimate the "lattice" myself to get the deformations on my volume. I'll upload a video BulgeLattice_OnVo2_001.mov
  6. Maya Lattice Information to Houdini SOP

    Thanks so much for taking time to answer guys!! Noobini, It is an excellent and very tricky idea! It's so simple yet so effective!! I will try this method right away with the volumes I need to deform! The only thing that made me a little bit fearful is that the exported abc box has no information from points in the interior of the lattice, since it is just a mesh... But then I reflected and said: "any deformation done by points in the interior of the lattice will be reflected in the mesh anyways"... A thousand thanks! Pezetco, Your method is really cool too, I would try to write some vex as you did to replicate this method. And if I consider myself as being capable of writing such a thing is because things have gotten a lot easier from 1986 days! It will be a good challenge
  7. Maya Lattice Information to Houdini SOP

    Thanks Marty! During the week I tried different options, but the one you proposed is by far the best. Only problem I encountered is that I have no idea of how exporting lattices from Maya... I tried to look up, but up until now I have nothing has shown, unless I dive into python or mel which I have certainly no clue of how they function. Do you know how to export these lattices? Or exporting free-form deformers data is just a thing that no software does?
  8. Hello! Normally I always find the answers to any Houdini issue that comes into my way, but this time I decided to finally communicate my current issue! My first question ever in odforce hehe So well... I'm doing my graduation film, and is about a shepherd that transforms sheep wool into clouds for doing rain! After some previous phase of research, we decided to give the wool a "cloudy" look, more than giving clouds a "wooly" look. So I'm using volumes to recreate the sheep wool! Thanks to various threads made by countless users here in odforce, I was able to: *Create interesting noise density values for the VDBs, hence giving a "wooly" look to the volume. I wanted "puffy" looking volumes, so I scattered particles in the sheep mesh, and created VDB out of them. *Transfer spatial transformation data from an alembic animated mesh to a volume, this way helping me to maintain the overall noise that will have otherwise been calculated at each frame if I moved the mesh I used for the VDB creation directly. *Deform the noised volume through a volume lattice technique by Juraj Tomori and Matt Estela (I'm enormously grateful for having shared their hip files!!! They saved my life). The volume will keep its noise while being deformed by box, itself deformed by an edit or a bend node. Up until now! Everything is going well! The only issue I have is.... How can I assign the point cache information of an animated lattice in Maya to a box with the same dimensions and subdivisions in Houdini? I thought that maybe an attribute transfer I could transfer the P data.. But I don't know if I need some vex to grab the position of every point in the lattice an assign them to a new matrix... I have no idea.. But knowing how to do this will be excelent! This way any lattice deformations the animators will do in Maya will be directly fetched to the box in Houdini! Any ideas?