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Rival Consoles

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    Rival Consoles
  1. Keeping displacement using rest pos

    Hey Aizatulin, Thanks for sharing some thoughts on this. I just found a solution, instead of creating the displacement on the first vop I created a noise Cd value and bind exported it. Then I pipe the Wrangle sop using @P =@rest; After that I use the @Cd attribute to create a displacement in a new wrangle sop. Voi La, it is working perfectly. Thanks for chiming in! Cheers
  2. Convert curve to mesh overlapping mesh

    Hi @konstantin magnus thank you for sharing your thoughts on this. It seems that the bevel sop fixes those jagged corners, as you showed. Glad to have learned something new today.
  3. Convert curve to mesh overlapping mesh

    @Librarian Thanks so much!! It looks solid. Cheers
  4. Convert curve to mesh overlapping mesh

    Cool, thank you. However, yes. Once I apply a subdivision sop they get jagged.
  5. Convert curve to mesh overlapping mesh

    Hi @Librarian, thanks for that. I tried that as well but i get jagged edges on the side polys when I extrude the mesh. The nice thing about converting curves to meshes is that it gives a nice and clean quad topology. I guess a possible solution would be through editing the curves first, creating V crvs and then U crvs separately and then go from there. I'm trying to understand why is this happening in such a simple curve shape and what would be a solution to have clean quads out of it. Modelling by hand would be very simple but still, i imagine that Houdini can handle that. Cheers!
  6. Convert curve to mesh overlapping mesh

    Thanks for sharing the idea, @anim. I forgot to mention one thing, I'm trying to keep the mesh as quads instead of triangles. I imagine that the V columns are not following the U segments. I still don't understand the logic behind this issue.
  7. Convert curve to mesh overlapping mesh

    Hello fellas, I have been trying to create a simple shape using the curve sop and then the intention is to convert to mesh, extrude it and use the ray sop. However, once I convert the curve to mesh, some of the polys on the new mesh overlap each other. I have been trying so many ways to solve this but so far I haven't succeeded. Attached are the images showing what i'm seeing here. Any help is much appreciated. Thanks!
  8. Keeping displacement using rest pos

    Hello all, I have a simple question after trying hard and also looking into the web and SFX help cards with no success... I have a simple quad mesh with unshared edges, then I connect that to a rest sop, pipe that into a bend sop for deformation and connect that to an attribute vop where I use an anti-alias noise to create displacement on the model. After the part is bent and with displacement applied, I would like to have it back to its original shape before the bend but keeping the displacement intact. I'm doing that as a way to have more control over the noise transformation. Tried using a wrangle sop with @P = @rest; but "duh" enough.... the part comes back to the rest position and the displacement is gone. If I try that same procedure with Cd instead of displacement, it works. Does anyone knows how to get the mesh back to its original shape after the deformation and displacement were applied to it? @mestela mentioned this in his amazing cgwiki page, something like this: Measure deformation Can measure the distance between @P and rest with a wrangle like @d = distance(@P, @rest); And use that to colour the surface, or enable a displacement map to drive wrinkles, or push points along their normal to do hacky squash and stretch. However, I don't have a clue on how to keep the displacement after the deformation and back to its original shape. Any help is greatly appreciated.
  9. 3D to 2D(UV) and back to 3D

    Hey kleer001, thank you for the suggestion. I'll try your approach and see how it goes.
  10. Hi all, I have been researching for this for days and so far haven't found a solution for this question. Maybe someone with more knowledge can point to the right direction. So, I have converted a 3D geo to a 2D version of it using the UV as reference through "@P = @UV". So far, so good. Now I need to perform some simple modeling procedures on the 2D geo like individual face extrusion, bevel etc and then bring the geo back to the original 3D version but with the modifications added. Would someone know how to bring the modified 2D mesh to its 3D format but keeping the mods performed while it was in 2D? Any suggestions would be appreciated. Thanks.
  11. Hello peeps, I'm trying to do something relatively simple and I think this was asked before but so far I couldn't find the right answer or the right video with that info, so far. Somewhat easy question.... I have a custom point attribute created with a value @Cd from an "attribute from map" node placed up in the stream and I want to use this custom attribute to control a parameter, in this case "scale.y" of a geo copied on points. I remember watching one of Jeff Wagner's class sometime ago where he talks about attributes, attribute transfer and using attribute as parameter and on the ladder, he calls a custom attribute on a parameter by typing the custom attribute name in the parameter field, something like "@customattrib > 0.3" or something similar to this. Curiously, I remember thinking that that trick was neat because he didn't use the famous point() or detail() expressions in the parameter field to call the custom attribute inside the parameter. Very efficient way to use custom attributes...That said, does anyone knows the video where he talks about this or knows that correct syntax to call the custom attribute in the parameter field without using the point or detail expressions? Any help is greatly appreciated.
  12. Audio channel to controll motion from MotionFX.

    Hello all, This topic is exactly what i'm working on this week. I have a simple basic question about this, once the CHOP node system is complete, how can I "connect" the network result to the offset channel or whatever parameter in other nodes? Is it through something like writing this snippet (../CHOP/test) on the parameter line? Any help would be appreciated. Thanks.
  13. UVs to polys from VDB showing distorted seams

    I found a solution, the voxel size is the answer.
  14. Hello, I'm trying to figure out this thing about UVs and polygons from vdb in Houdini and so far so good except for the new and nasty UV seams that are created after the transfer is done through attribute from volume. Maybe someone can shed a light on this, it would be much appreciated. So, i created a simple scene with the pig head, converted it to vdb (from polygons) and then back to polygons. My intention is to transfer the UVs from the original head to the converted polygons from vdb, just for studying purposes. I used the attribute from volume node and it worked almost great, the UVs are transferred nicely but with nasty distorted seams. Even though the UV seams get lost in the vdb conversion, the approximation performed by the attribute from volume node is quite good but i cannot imagine a solution to solve the distortion on the seams, at least through this approach. The attached images show the comparison between the original UVs and the transferred UVs to the converted polys from vdb. Any idea about how to clean the erratic distortion on the seams? Or, is it even possible to do such thing? Thanks.
  15. Droid_v1

    Hi all, Here is a quick doodle in Houdini + Redshift + DAZ. Any comments are welcome. Cheers.
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