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Everything posted by hindukush

  1. Creating Jellyfish Arms

    I had good results in a mix of noise and vellum drape.But i get some pinned points here and there even if there is no point pinned in the configure cloth.Any idea? Could be nice to add even more fine wavy details but i should use a low res geo to sim and than switch to hi res.
  2. Creating Jellyfish Arms

    Hello, i just did start the sape topic today, and didn't see this one, i will merge my post:-) I am searching some procedural way to acheive some details for the tail of a jellyfish like those in the attached image. With noises i get an effect wich is not exactly matching the reference. I would like to have a more natural look in the small wrinkles, in the reference wrinkle is thinner while going to the center of the tail. I did also tested some "reaction diffusion technique" but the result is not similar to this species of jellyfish,even if is not bad in not ok, maybe there is some reaction diffusion setup wich result in a shape more similar to wrinkles and less "spongy"?:-)
  3. Jellyfish tail details

    Can't belive there was the exact same topic posted few days ago!
  4. Jellyfish tail details

    Hello! I am searching some procedural way to acheive some details for the tail of a jellyfish like those in the attached image. With noises i get an effect wich is not exactly matching the reference. I would like to have a more natural look in the small wrinkles, in the reference wrinkle is thinner while going to the center of the tail. I did also tested some "reaction diffusion technique" but the result is not similar to this species of jellyfish,even if is not bad in not ok, maybe there is some reaction diffusion setup wich result in a shape more similar to wrinkles and less "spongy"?:-) Appreciate any suggestion in any direction, thanks alot! Carlo
  5. Flip vortex in a wc

    Hello! I need to do a fluid vortex inside a wc, i was wondering wich approach you would suggest. I was thinking to a mix of curve force and attraction field from the wc mesh, but maybe there is some more interesting way. Thanks! H.
  6. Flip rain

    Thanks alot Funny! Going to check the file! H.
  7. Flip rain

    Hello everyone! I'm doing a rain set up,i was exploring the flip way.Can somenone check the scene attached and tell me if is super slow and maybe why?there are really just few particles but it is slower than calculating a big water splash with milions of points...for sure i miss something:-) Thanks alot! C. FLIP_RAIN.hip
  8. A question about geometrical procedural deformation.

    Hey, maybe doing the same but inside a solver could make it easier, so you can get the previous frame and use it as reference for heigth. When i have time i try to make a test. Hope this help. Carlo
  9. Robust solution for RBD Fracture???

    Hello, usually when this happend to me it means problems in mesh i created.Maybe you have some double points there or some points not merged.Try to use a fuse node before the fracture. C.
  10. Animated object and rdb rigid body - water simulation

    Hello, try this method(http://ikatnek.blogspot.com/p/make-objects-float.html),and if you have keyframe animated object switch to rbd a few frame before the impact with water(maybe there is a better solution). C.
  11. Particles floating around force field

    Hello, here a scene using the proximity to drive attraction/repulsion, btw is not a good result, i got some jittering in the movement of the particles, and also some points quit the animation group and stand still, can't figure out why. Not implemented the minpos to follow animated mesh cos i'm searching the basic look, wich is more fluid and natural of course:-) Thanks alot to anybody could give a look to the scene. C. RAIN_SHIELD_odforce.hip
  12. Particles floating around force field

    Hi everybody! i'm stuck in an apparently easy task, i need some rain particles to be floating around a force field. As if they where trapped to stay at a certain distance from a moving surface. With pop attract or vex i can do it point to point but in this case the point number is changing. A little hint on how approach this situation would be great! Thank you so much! C.
  13. Particles floating around force field

    Thanks Atom! Yes it could be really usefull!! But i can't menage to use it in this situation. Thinking to the single rain drop, it should fall as usual than slow down in proximity of a mesh, and than starting to floating around the impact point like it was pinned but with low stiffness. Theorically i would detect proximity, than remove from gravity group and add drag. Than i could maybe using something like minpos. But not really sure, going to try and share a .hip. C.
  14. Subfragments constraints

    Yessss!That is the result! As usual is the name attribute making me go crazy!I should have bet on it!;-) Thanks alot! C.
  15. Subfragments constraints

    Hello! Can anybody give a look into the scene attached? I'm failing setting hard constraints between subfragments. Looks like the solver (bullet sop version)completely ignore them..maybe is just because is too late and my brain disconnected:-) Thakns alot!!! Carlo SEC_FRAGMENTS_CONSTRAINTS.hip
  16. Subsequently animating boxes to target position

    Found a solution with popSteerSeek. Here is the scene, maybe it can be usefull to someone. C. fragmets_to original_P.hip
  17. Hello! Can anybody give me a hint;-) I need to animate some fragments from a point in the space to their original position. I would like to animate them one after other so the shape starts to form from the bottom. I can't menage the animation per fragment, like setting random start frame for each one based on id. Thanks alot! Carlo
  18. Get normal from viewport pick

    Thanks alot!
  19. Helloo! I was wondering if is possile to get the normal at a certain point on a geo just picking it from viewport, as a sclupt tool would do aligning the brush to the surface.And of course if is possible pass that normal to another geo. Thanks guys! Carlo
  20. (SOLVED)New RBD switch low res to hi res

    Ty Ultraman! Yes i wasn't passing the name attribute after rbd sim. Finally i got it working using the transform pieces, plugging as template points the last output from rbd solver(the sop version), instead the simulated geo. thanks alot!
  21. Hi everybody, there is a way to switch from low res to hi res with the new rbd tool?Using with proxy geometry if i change edge details the sim changes too. I would like to keep the same sim and change geo after like using dop/io and transform pieces. No success with transform pieces, and i menaged to get translation with copy attribute by name but no rotation. Carlo
  22. New RBD switch low res to hi res

    Hi everybody, there is a way to switch from low res to hi res with the new rbd tool?Using with proxy geometry if i change edge details the sim changes too. I would like to keep the same sim and change geo after like using dop/io and transform pieces. No success with transform pieces, and i menaged to get translation with copy attribute by name but no rotation. Carlo
  23. Hi everybody i'm stuck orienting light copies to the point onto i scatter. Can anybody tell me what is wrong with this opiece of code? for pt in scatterGeo.points(): euler = pt.findPointAttrib(“N”) dir = hou.Vector3((0,1,0)) * hou.hmath.buildRotate(euler) instances.parm('rx').setAttributeValue('N ',dir[0] ) I think there are some basic python stuff error in there:-)
  24. Arnold lights instances normal

    Maibe adding something like this? dirx: euler = hou.parmTuple("r").eval() dir = hou.Vector3((0,1,0)) * hou.hmath.buildRotate(euler) return dir[0] diry: euler = hou.parmTuple("r").eval() dir = hou.Vector3((0,1,0)) * hou.hmath.buildRotate(euler) return dir[1] dirz: euler = hou.parmTuple("r").eval() dir = hou.Vector3((0,1,0)) * hou.hmath.buildRotate(euler) return dir[2]
  25. Hi everybody, i'm facing issues orienting Arnold lights copy to points normal.I'm actually using this .hda (https://www.artstation.com/artwork/zA3BVd) But no chance to get orientation.I should get the point normal and convert to degrees for the light. Can anybody point me in the right direction? Anyone knows a better way to copy arnold lights to points? Thank you sooo much! Carlo The python script that is used is : from math import sqrt def destroyInstance(kwargs): # Define Variable node = kwargs['node'] try: scatterNodePath = node.parm('scatterPath').eval() scatterNode = hou.node(scatterNodePath) scatterGeo = scatterNode.geometry() except: hou.ui.displayMessage('I can\'t find the scatter node "' + scatterNodePath + '" !') exit() scatterNodePath = node.parm('scatterPath').eval() scatterNode = hou.node(scatterNodePath) scatterGeo = scatterNode.geometry() instanceName = node.parm('instanceName').eval() # Instance Loop try: for pt in scatterGeo.points(): nameInstance = instanceName + '_' + str(pt.number()) instances = hou.node('/obj/' + nameInstance) instances.destroy() hou.item('/obj/networkInst').destroy() hou.item('/obj/networkMain').destroy() except: pass def createInstance(kwargs): node = kwargs['node'] # Define Variable try: scatterNodePath = node.parm('scatterPath').eval() scatterNode = hou.node(scatterNodePath) scatterGeo = scatterNode.geometry() except: hou.ui.displayMessage('I can\'t find the scatter node "' + scatterNodePath + '" !') exit() try: instanceNodeName = node.parm('nameNode').eval() test = hou.node('/obj/').createNode(instanceNodeName, "test") test.destroy() except: hou.ui.displayMessage('The name of node "' + instanceNodeName + '" doesn\'t exist ! ') exit() linkPosPts = node.parm('linkPosPts').eval() instanceName = node.parm('instanceName').eval() linkAttribPt = node.parm('linkAttribPt').eval().split() copyPtAttribValue = node.parm('copyPtAttribValue').eval().split() linkParmFirstInstance = node.parm('linkParmFirstInstance').eval().split() revertParmValue = node.parm('revertParmValue').eval().split() parmList = revertParmValue + linkParmFirstInstance + copyPtAttribValue +linkAttribPt attribList = linkAttribPt + copyPtAttribValue # Instance Loop for pt in scatterGeo.points(): # Create Light nameInstance = instanceName + '_' + str(pt.number()) try: test = hou.node('/obj/' + nameInstance).name() networkBoxMain = hou.node('/obj/' + 'networkMain') instances = hou.node('/obj/' + nameInstance) firstRun = 0 except: # Create Node firstRun = 1 instances = hou.node('/obj/').createNode(instanceNodeName, nameInstance) #TEST if nameInstance == instanceName + '_0': for p in parmList: try: instances.parm(p).eval() except: hou.ui.displayMessage('The parameter "' + p + '" doesn\'t exit !') if(firstRun == 1): instances.destroy() exit() for a in attribList: try: pt.attribValue(a) except: hou.ui.displayMessage('The Attribut "' + a + '" doesn\'t exit !') if(firstRun == 1): instances.destroy() exit() # Position Light if linkPosPts == 1: instances.parm('tx').setExpression('point("' + scatterNodePath + '", ' + str(pt.number()) + ', "' + 'P' + '", 0)') instances.parm('ty').setExpression('point("' + scatterNodePath + '", ' + str(pt.number()) + ', "' + 'P' + '", 1)') instances.parm('tz').setExpression('point("' + scatterNodePath + '", ' + str(pt.number()) + ', "' + 'P' + '", 2)') else : instances.parm('tx').deleteAllKeyframes() instances.parm('tx').set(pt.position()[0]) instances.parm('ty').deleteAllKeyframes() instances.parm('ty').set(pt.position()[1]) instances.parm('tz').deleteAllKeyframes() instances.parm('tz').set(pt.position()[2]) # Revert parm value to default value for rpv in revertParmValue: instances.parm(rpv).deleteAllKeyframes() instances.parm(rpv).revertToDefaults() # Copy Points Value in Paramaters for cap in copyPtAttribValue: instances.parm(cap).deleteAllKeyframes() instances.parm(cap).set(pt.attribValue(cap)) # Link Points Value in Paramaters for lap in linkAttribPt: type = scatterGeo.findPointAttrib(lap).dataType() if str(type) == "attribData.String" : print(type) instances.parm(lap).setExpression('points("' + scatterNodePath + '", ' + str(pt.number()) + ', "' + lap + '")') else : instances.parm(lap).setExpression('point("' + scatterNodePath + '", ' + str(pt.number()) + ', "' + lap + '", 0)') if pt.number() == 0 : # Color Node instances.setColor(hou.Color((1.0, 0.72, 0))) else : instances.setColor(hou.Color((1, 0.98, 0.67))) # Link Paramaters To First Instance's paramaters for lpfi in linkParmFirstInstance: instances.parm(lpfi).setExpression('chs("/obj/' + instanceName + '_0/' + lpfi + '")') # NetworkBox networkBoxMain = hou.item('/obj/networkMain') networkBoxInst = hou.item('/obj/networkInst') try: if networkBoxMain.comment() == instanceName: networkBoxMain.destroy(False) except: pass try: if networkBoxInst.comment() == (instanceName + "_Instance"): networkBoxInst.destroy(False) except: pass networkBoxMain = hou.node('/obj/').createNetworkBox('networkMain') networkBoxMain.setComment(instanceName) networkBoxMain.setColor(hou.Color((0.98, 0.78, 0.26))) networkBoxMain.setMinimized(1) networkBoxInst = hou.node('/obj/').createNetworkBox('networkInst') networkBoxInst.setComment(instanceName + "_Instance") networkBoxInst.setColor(hou.Color((1, 0.98, 0.67))) networkBoxInst.setMinimized(1) col = round(sqrt(len(scatterGeo.points()))) for pt in scatterGeo.points(): nameInstance = instanceName + '_' + str(pt.number()) i = pt.number() node = hou.node('/obj/' + instanceName + '_' + str(i)) if i == 0: node.setPosition([.2, .8]) networkBoxMain.addItem(node) networkBoxMain.addNetworkBox(networkBoxInst) else : networkBoxInst.addItem(node) tmpPos = [i%col*3, round((col*col-i / col)-.5)] node.setPosition(tmpPos) networkBoxInst.resize([1, 1]) networkBoxInst.setPosition([1.5, 0]) networkBoxMain.resize([1, 1]) tmpPos = scatterNode.parent().position() tmpPos[0] += 4 networkBoxMain.setPosition(tmpPos) networkBoxMain.setMinimized(0)
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