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About ZengChen

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  1. Hello! Recently I need to clip each polygon in different direction, because the compile + foreach is a bit slow, and it will be more slower in a repeat loop block, so I tried to use VEX to clip polygons. And fortunately I found a VEX code to clip polygon : Clip in VEX But it can only clip the convex polygons, but not work on the concave polygons. See the follow image: I have no ability to solve it, could someone help me? Thanks.
  2. Do you use render plugin? Like redshift or arnold?
  3. Accessing stamped values

    you can copy the attr to each copied sphere by using "copy point attribute" in copy SOP
  4. Recreate C4D Push Apart Effector

    I know. Peter Quint has talked about the simple music driven animation. (Peter Quint made a good series tuts of Introduction to Houdini) https://vimeo.com/user2030228/videos/search:music/sort:date But the new sound effector in C4D r19 seems to be more advanced than I thought. Furthermore, I can build a simple sound effector but can not build a push apart effector, so I ask for help...
  5. Recreate C4D Push Apart Effector

    I have watched Rohan Dalvi's videos, he is amazing! But my problem is how to rebuild C4D push apart effector. I can build other effectors, except push apart and sound effector (sound effector may need some interactive code, I do not have the ability )....
  6. Good morning or afternoon, or night! Sorry about my English, hope you can understand the meaning of my topic.. ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ This question has been bothering me for a long time - How to recreate C4D push apart effector in Houdini ? I have tried to use nearpoints (or pcfind or pgfind) vex/vop function to find each point's one (or two or three or more...) nearest points base on the push apart radius and calculate the push apart direction of the point. Just as shown below. And in my opinion, the iterations of push apart effector is shown below. But in this way, I get two problems ① When increasing the push apart iterations, the points do not translate smoothly but jumpily. So I think my idea is totally wrong. ② C4D push apart effector seems can intelligent detect the dense points' bbox center( even there are more than one dense area) and push the points apart from the bbox center, as shown below. But in my way, it is unobtainable. I know the point relax SOP, and it also not work well in this case, it is slower than C4D push apart effector and points translate jumpily too. So does anybody know the principle of the C4D push apart effector? Thanks all.
  7. Tranform falloff

    this topic may help you. And I suggest you to use scale / rotate VEX function. You must know that the copy to points SOP is using target points' orientations to transform the instance and you can rebuild it by yourself, by using VEX function(scale / rotate ..) I think you can do like this pic Rohan Dalvi's mograph tuts: vimeo.com/rohandalvi/videos/search:mograph/sort:date a good tut about VEX https://jurajtomori.wordpress.com/2018/02/04/houdini-vex-tutorial/
  8. Chops/Motion Effects confusion

    Just first Question: For example, I made a HDA that use fetch but not channel, because I do not know which sop will be fetch, and I can set which channels will be selected in advance.
  9. Notice that i am not well at English, thanks to you guys to look my topic... I made a digital assets that need to show the inside geo but not the output one. I know that appoint the target geo use Guide Geometry at the node tab of type properties will work, but it only works if the hda is selected, like bend sop (or others) do so I have to add another output to hda, and connected with a null node and template it to always show the target geo. But I really do not want to achieve the aim use this method. Does anybody knows other way to always show geo guide whether the hda is or not selected? Thank you.