Jump to content

Andrea

Members
  • Content count

    68
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    6

Andrea last won the day on January 28

Andrea had the most liked content!

Community Reputation

35 Excellent

About Andrea

  • Rank
    Peon

Contact Methods

  • Website URL
    https://andreasbabo93.wixsite.com/sbabovfx

Personal Information

  • Name
    Andrea Sbabo
  • Location
    Venice, Italy

Recent Profile Visitors

484 profile views
  1. [H17] I can't see guides!

    There was nothing wrong, that's what was strange. Maybe some nodes were somehow bugged, but I can't really tell
  2. [H17] I can't see guides!

    That's super strange. I don't have any issues there, I can see the cone constraint as usual placed at the origin. Can you try with this hip? iii_2.hip
  3. [H17] I can't see guides!

    You can try, but don't think the problem is the Houdini built. I have the same version and the constraints are displayed as usual. Try to upload there the hipfile, would be a lot faster to figure it out
  4. [H17] I can't see guides!

    I mean in the node called "constraintnetwork1". There is a checkbox where you can turn on and off the visualization of all the constraints
  5. [H17] I can't see guides!

    Are you sure you imported correctly the constraints? (right constraint name and correct path) Also, make sure that "Show guide geometry" in constraintnetwork1 node is on.
  6. Fur and snow (+hip)

    Hi everyone! The past week I worked on a personal project for learn something about hairs - vellum. It's my first project ever with hairs so I guess is nothing special but several people asked to see the hip file so here it is. Final result: Hip file (I had to recreate it but it should be pretty much the same): groom_clumping_03.hipnc
  7. It depends how ugly it looks. In this specific case, for what I can see in your model, it should be ok. The main things that can caused troubles to me in the past are holes in the geometry or manifold polygons. For everything else I must say that Houdini is pretty solid and tollerant. I think that if you try to render this and it looks good to you or to whoever has to decide, you should be fine.
  8. Merging RBDs during Simulation

    Cool stuff! It should work, and probably is better, to just write the name attribute when you unpack-pack. If, when you are packing the geometry, you are also writing to it some attributes that you created in-between and that DOP doesn't like, the sim might go crazy
  9. Merging RBDs during Simulation

    As you said, if you put an attribute copy inside the SOP solver called "repack" and copy all the attributes before unpacking the geo, it works there. Then it depends what kind of magic are you going to do between the unpacking-packing, it might not be that easy collidemerge_v03_attribcopy.hipnc
  10. Just an idea. When you use "Convert VDB" sop to convert VDB to polygons, you can try increase the adaptivity and see if this way you get a better result
  11. Help with Leaves on a Tree

    From a CG point of view it looks cool. For sure after you fix a few things on the biological side it will look much more natural, if that's what are you aiming for. For example the leaves should be opposite or alternate to each other for the same little branch/twig. Since you used the L-system, maybe you can use it to get the right organization for them ( try give a look at this) I don't know if this can be helpful in your case -> A really helpful trick to drive attributes on plants is to scatter some points on the branches, give them a large radius and generate an SDF volume which looks like a blob. You can then use the distance from the leaves to the surface of the volume to decide if a leaf should die because is not getting anymore light for example.
  12. Yes you can use both VEX or Python for that. Both can split the path based on the last "/" and take the last part. With VEX: string thing_name[] = split(s@path,"/"); s@name = thing_name[-1]; With python (if you have previously created the name attribute): node = hou.pwd() geo = node.geometry() # Add code to modify contents of geo. # Use drop down menu to select examples. for prim in geo.prims(): path = prim.attribValue("path"); name = path[path.rfind("/")+1:] prim.setAttribValue("name",name);
  13. Thank Tomas, it worked out changing the Data Name. An additional step I had to do was to transfer the animated value to the hair constraint outside of the DOP network. Then in the SOP solver using an id to update them during the simulation.
  14. For creating groups based on different names/values you can use the partition SOP: http://www.sidefx.com/docs/houdini/nodes/sop/partition.html For apply the values there are different options. For sure you can use the groups previously created for assign them. The values of thing_0 will always be 0, thing_1 will always be 1 and so on or you need to be able to set them if needed? If you don't need to set them manually you can run a loop on the groups and assign the current iteration value for each group.
  15. Recently I just started doing some tests with vellum and even if usually it was relatively simple to update geometry during the simulation in a DOP network, i found out that with vellum is not that easy. I was trying to change the stiffness of some hairs. What I have noticed is that just using "Vellum Constraint Properties" is straightforward, maybe you can try use that? Updating the geometry with a SOP solver mid-sim or even using a VEX expression in "Vellum Constraint Properties" reading and updating data from SOP as I was used to do with other solvers, is not working correctly. I still don't understand how is working under the hood, for sure I am missing something about it
×