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noc2

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About noc2

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    Ajlan Altug
  1. Hey @Librarian Recent Edit: Thank you @Librarian. I found that I needed more in-depth look into the matter. I found that I needed to pass resultant transforms out either as channels or as expressions to be read via chf(). Great chop setup you shared btw, thank you. Crazy educational I must say. Although admittedly, CHOPS is just so damn complex to fully decipher Cheers; AJ followpath.hip
  2. Hi; I animated an object along a spline path using a followpath Chop, pretty basic stuff... Yet, I am at my wit's end as to how I can get the object to be affected by a spring Chop, ie. do a spring action when it hits 1 on the curve U. Plugging the followpath Chop to a spring Chop just doesn't do the job. I tried many other crazyass things, to no avail I'm afraid Any help would be hugely appreciated; Cheers; AJ
  3. I tried offsetting the prim center by a small amount along the face normal and it worked Thanx Yunus, for taking the time to help Cheers; AJ
  4. Hi Yunus; Thanx so much for the reply. I tried multiplying hitpos vector by a small number in the intersect function like you said, but still to avail What am I doing wrong?
  5. Hi; I'm trying to get Houdini to detect primitives that lie on the opposite side of certain primitives. For this I'm using the intersect function, but I'm getting the feeling that this function only works with a secondary geometry, not within the same geometry itself Prim no. 36 for example, returns itself, as it should look in the opposite direction of its normal and return the intersecting Prim. How can I get this done do you think? Cheers; AJ
  6. Ah yes! Thank you. I believe that'll help quite a lot. Cheers
  7. Hi; I have a model that I need to use in a vellum simulation but alas, it has self-intersecting geometry all around. I can see clearly that vellum requires the geometry to used in a vellum simulation to have non-intersecting geometry. Consequently, that leaves me quite stumped and without a solution. So, how would you have tackled such a task? What work-arounds can I use? Many thanx; AJ Here's a screen shot of the geometry that I need to simulate, it's basically laden with self-intersections :-/
  8. Vellum hair per point constraint

    Aarghh... Found the answer I should have used a multisolver node to process a sop solver within a vellum solver :-/
  9. Vellum hair per point constraint

    Hi @underscoreus; And I'm back with yet another problem I've been struggling to get out of ever since I went on building upon the animated mass attribute solution I ditched the geometry vop in the vellum solver node and substituted it with a SopSolver node in which I tried to build a very simple neighbor based 'infection' effect where the mass value of 1 belonging to points in a group are propagated over time across their neighbors. Although the vellum solver should be able to handle this via a simple geometry wrangle inside it, it just refused to do it in contrast to a regular sop solver node So I had to resort to placing a sop solver inside the vellum solver just to get the vellum solver to recognize this 'infection' effect, naturally to no avail I'm quite literally stuck and out of ideas at this point. Any help would again be highly appreciated. Cheers; AJ
  10. Vellum hair per point constraint

    Hi yet once again; It just dawned on me that there's a geo vop node inside the dop network which also means that I could use it to animate the mass attribute during simulation instead of pre-sim and voila, there it worked. I want to thank you wholeheartedly Martin, your advice and insight helped me so much. Lotsa cheers AJ NOODLE_MASS_INSIDE_VS.hip
  11. Vellum hair per point constraint

    Hey again underscoreus I set a test scene up but just couldn't get it to work There's a @new attribute created pre sim that changes over time which is converted to @mass inside the vellum solver by a geometry wrangle but the solver simply refuses to recognize the changing mass value and keeps initializing it only on and for the first frame. If the new/mass attribute is static, you get exactly what you want, yet when it comes to animating that attribute over time, it stone walls you PS: I also tried pop wrangle like you suggested but then switched to geo wrangle to see if that could do the trick... Here's the scene file: NOODLE_MASS.hip Cheers man and thanx again AJ
  12. Vellum hair per point constraint

    Hi underscoreus Thank you so much for taking the time help out, this really opened my eye for a solution, will try it asap. Can I ask one more thing if I may; The task I have at hand is a coiled up noodle like slippery tube that is supposed to stay as it is until a certain frame, after which time it is supposed to be released downward but not altogether, one portion of the noodle slips down first and the rest follow suit. Think of coiled up macaroni in one's hand; it could start slipping down at any given point along its body, pulling the rest with it. Now, even if I can control the stiffness parameter via an animated attribute, I'm still at odd as to how to avoid the stiff parts to not be affected by gravity :-/ Or on a different angle, maybe it's not the stiffness parameter that I need to control via an attribute, it's the mass maybe? So that I can initiate the pull of gravity by a certain attribute? Even the smallest hint would again be hugely appreciated. Quite new to vellum and its paradigm :-/ Cheers AJ
  13. Hi; I'm trying to get the stiffness value of vellum hair to be constrained according to an attribute but since constraints are created on the primitive level, I couldn't figure out how What I need is to set a per-point attribute pre-simulation and devise the hair object so that it gets affected by the gravity according to that attribute which could potentially change over time. Any help would be greatly appreciated. Thank you in advance. Cheers; AJ
  14. Hi; I'm trying to create a radial menu that I can use to change the viewtype of the current viewport, but for the life of me, I just couldn't I tried this but just couldn't find the appropriate radialmenu command for it: radialmenu.setviewportType(kwargs, hou.geometryViewportType.Perspective, 1) I just couldn't figure out what the appropriate radial menu command for this could be, radialmanu.setviewportType() seems invalid… Any help would be highly appreciated. Cheers; AJ
  15. Ok, I apologize. I figured it out. The values were indeed being spewed out, I seem to have not checked the out hard enough (really tired :() AJ
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