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JJ FX

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    JJ FX
  1. Hi guys, I'm looking for a tutorial / course on bullet constraints. But not destruction focused. Sth that will help me rig a car with bullet. Anyone?
  2. Trail should work just fine. You don't need that scatter. Unpack that geo > convert to poly (or maybe not) > add (remove all geo, but keep the points) > trail > resample. You might want to add timeblend for that character you have, so it will interpolate between frames, but it will resample without the timeblend too
  3. Hi, So the easiest hda tool ever. Copy to points spheres. How can I cook out the spheres as separate objects, keeping the transforms of the points?
  4. So instead of point() use points(), eg.: points("../node", 0, "this") LOL
  5. Hi, So I have a string point attrib on a sop node, let's say it's s@this = "Yellow". When I bring in the attribute into node parameters with houdini expression point("../node", 0, "this", 0) it always evaluates as 0 unless the string is empty s@this = "", then it evaluates as -1. So I guess point() doesn't see string attribs. But what I need is a string and the exact value of that string! I don't care if it's houdini expressions or python, as long I can just get this attribute and use it inside node parameters!
  6. Hi, So let's say you have an animated cube in world space with no deformations, just rotation and translation. The animation is baked onto the object, so I don't have the access to the animation rig (eg. alembic). What I need is a pivot position for that animated cube. Also we don't know if the pivot is in the center of the object, it can be anywhere. At first I thought all I need is just to do maketransform() and then extract the pivot from the matrix. However when building matrix with maketransform() you need to provide a pivot, so when extracting you will end up with that. So... how can I extract the pivot point from animated object? Is it even possible?
  7. Hi, What I need are dynamic constraints. Going from "inactive" to "active". Something similar what you have in bullet solver. I've found this example here, but for me it's probably outdated and overcomplicated for simple stuff like that. I've watched some Master Class on Vellum and it looks like it can be done just with Vellum Constraints DOP. So I did a very simple example with pop group and it's working just fine when you're going from active > inactive. But when I want to go from inactive > active the constrains are not updated. How can I update my constraints to go from inactive to active? how-to-activate.hiplc
  8. Hi, So when i render inside houdini (render view > render) everything looks just fine. But when I render final files to save them I keep getting this weird shadow shape. The light that casts this weird shadow is a geometry light with depth map shadows. When switching back to raycast shadows it's all fine. How can I fix that to have depth maps shadows? So Sidefx says they only recommend ray-traced shadows for area lights, as they might produce artifacts. And the reason why IPR/Render View renders just fine is because IPR/Render View doesn't support depth map shadows (huh, did you guys know that?!), so it defaults to ray-traced during the render anyways.
  9. Hi, I can't find where I can change snapping settings in the scene view. I'm not talking about snap (X) but the snap with Ctrl. Eg. By default Ctrl + T snaps every 0.1 unit. I'd like to change it. SOLUTION: Ok I had to ask sidefx support. It's right click on the handle -> Handle Parameters
  10. Curve edge normals?

    Oh yeah, thanks!
  11. Hi, So when you have a curve and use Polyextrude SOP by default it uses prim/edge normals. So I've been thinking, maybe edge normals are precomputed already (you know, like normals in openGL even tho you don't have them as an attibute but you need them to draw properly in the viewport and render)? Or maybe it's just Polyextrude SOP that is computing that. Do you think I can somehow access the edge normals? I can recreate them myself, but maybe that would be futail, reinventing the wheel.
  12. Instantiate objects in Shader

    Yeah I tested that yesterday and also tried old Instantiate object. And both perform exactly the same. I guess packed prims are the fastest way these days
  13. Instantiate objects in Shader

    Thanks! I will look into this! Well... I need to instatiate geometry onto milions of points. Copying creates more expensive and slow cache. Example: grass
  14. Hi, So I want to instantiate objects in shader. There is a Point Instance Procedural VOP node. However I have no to little experience in shader builders in houdini. This node has geometry output, I'm not sure where this even should be plugged in to make it to work and just see anything. Any help would be super helpful!
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