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About noc2

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    Ajlan Altug
  1. Subdivision Sop Producing bad results

    Ah, woe is me! So sorry to have causes a ruckus out of nothing guys. A modeler colleague of mine just reminded me today, that when it comes to inner corners on a geometry that has such a 90 degree angled stepping form, the bridging corner edges between adjacent loops need to be beveled as well and showed me that this is universal. Was so tired yesterday and couldn't see straight, hence why I couldn't see it I guess. Again thanx for all the replies and my apologies AJ
  2. Subdivision Sop Producing bad results

    Thanx Noobini, but the model really calls for all corners to be beveled But thanx all the same...
  3. Subdivision Sop Producing bad results

    Hi Noobini; Yup, I tried that as well to see what it would do, to no avail I'm afraid. The result is no where near what should be. This is really quite a shame for Sidefx who really get everything else quite right in Houdini.
  4. Subdivision Sop Producing bad results

    Ok, from what I found just now, I can remedy the problem (if one can call it that) by creasing the end edge loops of two adjacent bevel strips and their binding edge rings. But this needs to be done manually and is no where near the procedural nature of Houdini
  5. Hi; This has been really bugging me for a while. I have a simple low poly object with beveled edges, with a round bevel and with no vertex splits so as to have the bevel yield quads. Now, when I subdivide this using the subdivide sop, I get terrible artifacts on the inner corners as opposed to the other corners. This, I'm never used to seeing in any other platform that supports subdivision surfaces. I know that the subdivide sop only subdivides and that Houdini does not have a "True" subdivision surfaces support, But I at least shouldn't be getting this I've literally tried every subdivision algorithm and nothing helped. This is the default the sop gives when laid down, which is Open-Subdiv Catmull Clark. Is there a workround to remedy this result (pls. see the attached images below) Cheers; AJ
  6. I can't believe that escaped me and most importantly, what was I thinking by God Thanx so much Menoz.
  7. Hi; I've run into a strange problem. I'm trying to get the dot-product of vectors between a geo's points and it's neighboring points 0 and 1. In the screen-shot you can see my vex code. I checked and double-checked and the code seems quite ok to me, yet the dot-product I'm getting is completely off although the edge directions are all straight. The direction vectors between the points and their neighbors look way off. I really don't know why this is happening, any help would be greatly appreciated. Cheers; AJ CORNERS_DOTP.hip
  8. Hi; I have a small vex snippet like below: vector P1 = point(0, "P", 0); vector P2 = point(0, "P", npoints(0)-1); int btmSide1 = addpoint(geoself(), set(P1.x, P1.y-1, P1.z)); setdetailattrib(0, "btmSide", btmSide1, "append"); int btmSide2 = addpoint(geoself(), set(P2.x, P2.y-1, P2.z)); setdetailattrib(0, "btmSide", btmSide2, "append"); The btmSide1 and 2 variables return ID's of the points created and I'm placing those points one by one into an integer array named "btmSide". I want to be able to do this in a for loop but got stuck with names How can I denote the enumerator beside the name "btmSide" and have it recognized as an integer? Thanx so much for the help in advance Cheers; AJ
  9. Wow... Thanx so much kfu. There's truly so much to learn from power users. I got stuck at trying to figure out a way to compare the current iteration with the previous one and now I can see the light Thanks again for taking the time to help out a fledgling user And I should also thank Noobini once again. I subscribed to his YT channel.
  10. Cool Noobini thank you so much Yet, Vexpressions are really elusive to me (at this stage maybe :)) I'll go through yours and try and port it to vex (fingers crossed, although not so hopeful :-/ ) And I'll definitely check out your vexpressions topic, looks highly interesting. Lotsa Cheers AJ
  11. Hi; I have a bunch of objects I'm trying to stack on top of one another through the use of wrangles within a for-each loop. Just like the copy and transform node gives it's copies a “copynum” identifier on their primitives, I did the same through the connectivity sop. Then I fed the result into a for-each loop that loops though pieces using “copynum” as the piece attribute. What I wanted to do through Vex but got bogged down is: 1- Take the y bound of the first object and add it to the @P of the second one. 2- Take the y bounds of the first and second object, add them and add the result to the 3rd object. 3- And go on with as many objects there are as defined by copynum. I would appreciate it a great deal if someone could take the time to take a peek at my file and give me an idea. Thanx in advance; AJ AJ_Object_Stacking_Vex.hipnc
  12. Thanx so much Konstantin, for taking the time to help out. Cheers; AJ
  13. Hi This something that has been like a splinter in my head, and although I made a little bit of research online and in the docs, I just couldn't come up with a viable answer, so here goes: Say you have made a simulation using the solver node, or dopnet, like any method that employs working on data from the previous frame. Let's say you made a simple infection setup where one point affects neighboring points. You run the sim, everything looks fine. You show it to the client or the director and he/she says "Great. But have the growth ease out into the animation and ease in toward the end"... So, how does one go about accomplishing this with a solver node that has coupla wrangles working inside it? Can this be done before the caching process? Can caches be reworked so as to manipulate their time interpolation values? But what I'm really itching to know is; can this be done inside or outside the solver node in an adjustable fashion, like the adjustment of the interpolation itself? Thanx in advance for the all the help. AJ
  14. Thanx so much Tim, that helped tremendously Houdini documentation is great but I sometimes get the feeling that it is possible to find one's self in the dark about certain things. Thanx so much again for taking the time to help cheers; AJ