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Rival Consoles

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Everything posted by Rival Consoles

  1. Configuring $HIP and a project directory.

    I think the easiest way, not taking the credibility of setting up the Houdini environment file, is to copy the path location where the new project folder will be placed then go to File/New Project, copy the path there, create a new name for the new project folder and hit accept. Pretty simple. Pre-Flight Scene is also very handy for that kind of stuff.
  2. Sine waves color

    Oh man! The master himself! Matt, thank you so much for the amazing material that you posted a few weeks ago in your website. Learning a lot with it! Some challenging exercises but i suppose that programming is supposed to make people think smart before implementing it. We should have a section in the odforce forum dedicated to the Joy of Vex. I bet that a lot of people have questions about the exercises. Thanks for your help on my question. "Lerp" is a good friend. Cheers.
  3. Sine waves color

    Hi, I have a very basic question. I have a black and white sine wave function applied to a grid and i would like to change the color of each ring (black and white). How can i achieve that? Attached is the file i'm talking about. Thanks! VEX_SineWaves_ODF.hipnc
  4. Sine waves color

    Alright, will try switching the P for Cd. The @Cd.z, in my mind, was because every value under 50 grey i wanted colored, as i used the fit function from 0 to 1. Probably, that is not the best approach for the problem but somewhat, it works.
  5. Sine waves color

    Ok, thanks for the info again. It makes sense. What i meant by saying "fade color" is a color transition that is not jagged, like the attached img. I can change one ring color but not the second.
  6. Sine waves color

    Thanks for your reply Noobini. I also tried the if statement but as you can see the float fade color is lost when the if statement is applied. I keep getting a warning sign in Houdini stating that i should cast the line where the if sits. I tried casting it but i still couldn't get a smooth color as the original black and white rings, if that makes sense. SideFX, would be very nice if you guys implement in H17 a better debugging system other than very basic error messages. People want to learn VEX and Houdini is awesome!
  7. Houdini asset not updating

    Ok, thanks for the explanation about the asset manager! Much appreciated. I'll pay attention to path directory before trying to edit the .hda again, hopefully it will work. Thanks!
  8. Houdini asset not updating

    Hello all, I have a question that apparently has been asked a few times in here and in the side fx forums but i still couldn't find the answer that i'm looking for and maybe some expert can help. So, i created an asset in houdini to use in Maya through the "houdini engine" plugin and it works perfectly, Side FX nailed the connection between the softwares. However, after closing Houdini, turning the machine off, going home, comeback to work and turn everything on again, it seems that i lost the ability to edit the asset throught the "type properties" window. First, the "type properties" window doesn't accept anything that i drag and drop in it. Second, even if i manually create parameters in the window, nothing is saved. Does anyone know if i can edit an asset after the Houdini scene is closed? If so, what would be the procedure? I'm using Houdini 16.5.405. Any help would be appreciated. Thanks!
  9. Ink FX

    Thanks eetu, awesome material on the page!
  10. Houdini asset not updating

    Hi LaidlawFX, Thanks for the suggestion! I'll definitely try what you hvae said and let you know, i suspect that because i didn't create a project folder the file path is not being found. I have access to the folder where the file is saved and i created only one .hda file which is the one that works perfectly in Maya but i cannot edit it. Regarding the asset manager, sorry for my lack of knowledge but does it mean to have an asset embedded in the asset manager? Cheers, Marcos
  11. Spyrogif

    Nice man! Houdini's learning curve is quite steep but definitely worth it. Great work, keep them coming!
  12. Droid WIP

    Hi everybody, Wanted to share the latest experiment and say that Houdini is absolutely a fun piece of software to work with. Nothing in this project is final yet. Cheers.
  13. Hi all, After researching for some days, apparently there is no way to export Houdini transform handles into Maya through the digital asset (correct me if i'm wrong). So one way i found to do this would be through the Maya connection editor between a locator and the Houdini asset. So, in Houdini i have a grid and a sphere and the sphere is controlling the grid extrusion by its position and scale attribute. It is a very simple setup with attribute transfer to test in Maya and everything is working fine except one thing. My goal is to control the sphere inside Maya with the traditional "transform handle" so i can control where the extrusion on the grid is happening by moving the handle instead of typing numbers. Once i imported the asset in Maya, i could attach the locator transform handle to the whole asset using the connection editor however, i cannot see the sphere transform node parameter from Houdini in the connection editor, only the main translation parameter that controls the whole asset. After that, the result that i got so far is the locator translation handle transforming the whole asset and not only the sphere inside the asset and therefore, i cannot move the extrusion around. That said, in this case, does anyone know how to connect the sphere transform parameters to the locator handle in Maya through the connection editor so i could control the extrusion on the grid? Any info would be appreciated. Thanks
  14. Selecting only the edges of the voronoi?

    Hi @mestela, this solution is great! Would you mind explaining, how come creating an inside surface, blasting them and removing the shared edges end up outputting only the voronoi edges? I'm trying to understand the logic behind it as the topology of the previous node (grid) is combined with the newly created voronoi edges and i would like to get the idea about how your procedure removes the previous topology but keeps the voronoi edges. Thanks!
  15. Differential Erosion / Melting simulation

    A possible approach would be to convert the mesh to volume fog vdb, apply any noise you like to it and convert it back to mesh.
  16. Crease and or Subdivide attribute

    I just figured it out. Adding a crease sop in the end enabled the attribute created in the wrangle sop and i could finally use the sphere to manipulate the crease smoothness. Cheers all.
  17. Crease and or Subdivide attribute

    Hi magic fellas, I have a question regarding how to control extrusion and crease smoothness using another geo or vertex paint in an efficient way. So i have a grid with every other face extruded and i'm using the subdivide sop to smooth the whole thing. However, i would like to transfer attributes from a geo or even vertex color (paint) to drive the subdivision and the smoothness of the crease on half of the grid. So my goal is to have the geo or vert paint driving the grid smoothness, half of it with smooth but sharper edges and the other half with really smooth edges. Does anyone knows a good approach for this? Attached is an image of what i could accomplish so far. Any thoughts would be appreciated.
  18. Fabric Engine no longer being developed

    it is Autodesk....how nobody thought about it. The richest company in the 3D industry.
  19. Hello masterminds, Quick question...So i have a quad grid with the output attached to a poly wire. I also created a sphere with the intention to have its position controlling the wire thickness (poly wire radius) of the grid. My newbie idea to make that happen, i created a point attribute with the name pscale attached it to the sphere. Then piped both sphere and grid to an attribute transfer node, naive move, hoping to see the grid morphing which, of course, didn't happen. Does someone knows how to do that? I just want to control the grid thickness with a sphere or other object like a null. The attached image is just an idea of the goal, the object that control the thickness is missing. Any help would be greatly appreciated.
  20. Grid extrusion within another geo area

    Hi master ods, Fairly simple question. I have a hex grid and i'm using an extruded shape from illustrator to drive the extrusion on the grid cells. After creating the pscale attribute on both grid and geo, i added a polyextrude node and everything looks fine. However, the grid cells are only been extruded where the geo outline is and not in the area within the geo. That said, does anyone know how to extrude the the grid cells where the other geometry area is? I mean not only the outline but extrude the cells inside the geo region? Any help would be appreciated.
  21. Modify grid pattern from Hexagon to Triangle using attribute

    Ok, will try. Thanks.
  22. Hello all, Does anyone know how to transform a hexagon grid to a triangle grid but only on the areas where a, let's say, sphere is? I'm thinking about using a geo with attributes to drive the change on the hex grid. Almost like that simple definition found on mr #mestela wiki's page where the grid size changes according to where the sphere is but instead the change on the grid size i would like to change the grid "connectivity". Any help would be greatly appreciated.
  23. Modify grid pattern from Hexagon to Triangle using attribute

    It is definitely working! I'm studying Houdini everyday and it is one of the coolest things that i have ever seen in 3D for the last 10 years but definitely presents a steep learning curve which is ok. So, i have another question. I'm trying a different approach for the hex to tri grid, having your insight in mind, and it seems that something is not working as expected. Of course... I built a grid with reverse triangles, transformed it and scaled it like you did, used the "delete" node in order to have a squared grid, and then created a vertex attribute using the "crease" sop and an "offscale" attribute using attribute wrangle for the grid and a sphere that i will use to drive the change. I attached an image showing the implementation and also the scene file. That "offscale" attribute will drive the offset parameter from the "polybevel" sop. However, the "polybevel" sop requires a vertex attribute which was created using the "crease" sop. When i try to transfer the attributes from the sphere to the grid, nothing happens. That said, is it possible to have the same result presented by you but using the "create attribute" method where i create an attribute on a secondary geo that is recognizable by the first geo? Man, this looks like a silly question but it is the way that i found to ask it.... Hex_to_Tri_Grid.hiplc
  24. Modify grid pattern from Hexagon to Triangle using attribute

    Hey f1480187, Fantastic. Great solution and the best part, it is a fast one to process. Thank you very much for sharing! By the way, that diffusion reaction solution that you wrote is amazing. I've been dissecting it and it looks sharp. One more quick question, how do you go about translating these visuals found in nature into coding, or maybe i should say, 3d models? I understand the scientific papers analysis that some people do but do you go that deep or is it just years of experience commanding the machine?
  25. Copy geos on grid with random position and rotation

    Fantastic! It completely makes sense now, i didn't know about the need for the "aim" vector in case one wants to copy rotate properly. That is why the doubt with v@N... It is definitely easier to handle the equation with 2 vectors than with quaternion. Thanks very much for the explanation, acey195! Really clever solution for something that has been talked about in the forums for quite a while.