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mik74

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About mik74

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    Peon

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  • Name
    Mikel
  1. Hello, I would like to fetch files using python into work items. I have an array of file paths and I want to create a work item per file basically to process them. Same way as the “filepattern” top but with python processor. I can not find the python way to do that. Thank you guys
  2. Adaptive Subdivision HDA

    Hello guys, Check my latest tool. Adaptive Subdivision tool Can be super useful in many cases to optimize your scenes You can find the presentation video here: https://vimeo.com/mikelzuloaga/adaptsubdiv And the asset here : gum.co/BWtuQ Enjoy
  3. Yeah not exactly what I need. I did another scene more clear, closer than what I want if you want to check. Recursivetest.hip
  4. Hi, thanks for the answer Yeah that's the hard part , the attribute is changing during the loop, and need to accumulate from the previous loop... Don't know if that can be done in houdini.
  5. Edgefracture Cd to attribute

    Yes, just use a color sop in "random from attribute" mode with your piece atribute , normally "name"
  6. Hello, I'm trying to accumulate an attribute inside a recursive loop. I have a geo that enters a feedback loop multiple times and takes modifications. The loop is in feedback mode so it uses the result of the last loop to modify the geo again. I have an attribute that changes over time before that loop, and I want, for each iteration in the loop to be able to accumulate this attribute before I modify the geo (because the modifications uses this attribute ). to get something like: -accum input attribute -change input with accumulated attribute -accum first loop iteration attribute -modify first loop iteration with accumulated attribute -accum second loop iteration attribute -modify second loop iteration with accumulated attribute I can not share what I'm trying to achieve, but there is a super simple example file that demonstrates the goal. (I now that in the example I just could put everything outside the loop, it's just for demonstration) The solver inside the loop kind of work, but become suupppeerrr slow with more complex stuff. Does anyone have an idea how to do this ? Thank you RecursiveSolver.hip
  7. CacheIt -- HDA

    Hey , Totally open, with the .py file
  8. CacheIt -- HDA

    Hey! Yes cool, I could add this too! The only thing I don't like is to keep track of the hipfile just with a detail attribute sync to the version... For example, if you cache a sim, you continue to work and forget to save a new version and hit ctrl+s (which is a pure reflex for me haha), if you've done some modification on your sim , you've lost your settings for the previous cache, and you are fuc***... This is why in my OTL there is a toggle to copy the current version of your hip, in the cache folder. So you exactly know from where it come, and no way to mistake And since a Houdini file is rarely more than 10MB, it's all good!
  9. CacheIt -- HDA

    Hey guys! I just released a new tool. A super simple, but powerful, caching HDA with some cool features for file management, ETA, TOP multithreading shortcut ... Perfect for students or freelancers Check it out: https://gum.co/cacheit Cheers
  10. Hello, I'm trying to fracture a Zbrush sculpt that has a ton of details... The plan is to decimate the model and fracture+sim a mid rez version of it (with a decent amount of polygons) My question is, how can I apply back this displacement map on the exterior faces without any fracture edge visible ?? I'm using boolean to make the fractures and I have already detailed edges (no straight Voronoi fractures ) So I'm not talking about edge displacement, this is solved with the boolean. And since I'm subdividing the mesh at render time, it could be great to have some displacement on interior faces also at render time. Here is a try on a sphere: One shader for exterior faces, another for interior faces I'm mapping the displacement of the interior faces with a depth attribute. Close, but we still can see this fuck*** fractures when it's not broken... Here is some renders and a test scene Any idea guys ? FracturedDisplace.001.hip
  11. Voronoi with thickness

    Hello everyone, I'm trying to add a layer of fracture in between of two voronoi cell. The goal is to have something like this but the red pieces as one object: If I do a 2 representation it would be something like this In between pieces black thickness would be my constant thickness piece of geo that I can re-fracture Finally, I would like to apply this a complex mesh, with boolean detailed first fracture: Does anyone have an idea of how to do this in a clean way? Thank you
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