# noc2

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Peon

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Ajlan Altug
1. ## How to perform a Vellum simulation with intersecting geometry

Ah yes! Thank you. I believe that'll help quite a lot. Cheers
2. ## How to perform a Vellum simulation with intersecting geometry

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 :-/
3. ## 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 :-/
4. ## 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
5. ## 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
6. ## 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
7. ## 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
8. ## Vellum hair per point constraint

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

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
10. ## Attribute changed by the SOP solver yields 0

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
11. ## Attribute changed by the SOP solver yields 0

Hi; I have a scene in which I'm smoothing out a portion of a geometry progressively over time using the solver SOP. When I connect a visualizer node I can see the attribute I'm using to constrain the smoothing effect changing over time, but when I look at the spreadsheet, the attribute @decay is '0' all throughout. What gives?? Thanx in advance, cheers; AJ
12. ## Vein pulled out effect using Vellum

Hi everyone I have a project at hand in which I'm supposed to pull vein out from incision. I want the vein to act like a strand of macaroni, which is the way vein like tissue behave in general, yet my initial tests using the Vellum solver always tend to yield results that wobble. I opted to use tetrahedral softbody so as to be able to preserve the overall volume of the vein as it's grabbed and pulled out by the scissors but as soon as the scissors come to a halt, the vein wobbles until it comes to a rest although I jacked up damping ratio on all constraints. How can I go about accomplishing this in vellum, or am I better off switching to the FEM solver instead for this task? Thanx in advance and cheers AJ
13. ## Incoming Group utilization in an HDA

Hi; I have a set of nodes that I want to turn into an HDA, but am having trouble with group utilization. On my pre-HDA setup, some of the nodes are making use of incoming primitive and point groups. What I need is this: 1-I want the user to be able to select these groups from the HDA's parameters so that they can be passed into the HDA to be used by these nodes. 2- And Once they're passed, I really don't know how to get the nodes to recognize these selected groups. So any help would be wildly appreciated. Thanx so much in advanxce; AJ PS: I looked here in the forums, but this didn't help. I wasn't able to see any of my groups in the string list (probably missed a lot, that's the reason I guess )
14. ## Incoming Group utilization in an HDA

Hi; I have a set of nodes that I want to turn into an HDA, but am having trouble with group utilization. On my pre-HDA setup, some of the nodes are making use of incoming primitive and point groups. What I need is this: 1-I want the user to be able to select these groups from the HDA's parameters so that they can be passed into the HDA to be used by these nodes. 2- And Once they're passed, I really don't know how to get the nodes to recognize these selected groups. So any help would be wildly appreciated. Thanx so much in advanxce; AJ PS: I looked here in the forums, but this didn't help. I wasn't able to see any of my groups in the string list (probably missed a lot, that's the reason I guess )
15. ## Can't consecutively cut with knife sop

Thanx Konstantin. I kind of suspected that (as a newbie of course) what I was after called for a scripted operation. The foreach loop, by nature, seems to bear within itself a recursive type of operation where the prim count increases with each division operation thus leading to the loop doing its execution on the next prim it produces. Thank you again for you reply, highly appreciated. cheers; AJ
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