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StepbyStepVFX

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StepbyStepVFX last won the day on September 6

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About StepbyStepVFX

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    www.artstation.com/jrmievfx

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  • Name
    JO
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    France
  • Interests
    VFX, Computer Graphics, AI, Deep Learning, Cinema and many more...

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  1. Is it possible to import hou module outside houdini?

    Guys, I am not a developper by any means, but from what I understand, and "API" is an Application Programming Interface, which means it requires an instance of your application to be run in any case (Houdini, Maya...). The module you use "HOU" is just a library of functions that Python (or C++ in case of SDK) understands and calls the application (Houdini, Maya...). So it is really just an "interface" between standard programming language and an application. I guess you can run an instance of your application in "command line" (Houdini or Maya with no GUI) and use that / declare it from a standard Python file executed in Python, and from there it should work. But to don't ask my how, never tried with Houdini or Maya.
  2. CROWDS : Walking over other agents / Constraint Network

    Any idea of how to make this dynamic constraint creation setup works ?
  3. Can't Get Rid of Particle Stepping

    Have you tried to time blend the source (before the Debris Sop) ? And as said by Eric, if you cache the source, be sure to cache inter-frame as well ( see post below) https://www.sidefx.com/docs/houdini/nodes/sop/timeblend.html
  4. CROWDS : Walking over other agents / Constraint Network

    The second file dynConTest.hip
  5. Paint splash

    Pas de soucis ;-)
  6. Paint splash

    Do you just need a wet map, or do you want to recreate the Substance dynamic brush where you paint with particles ? For getting wet maps, you can find plenty of tutorials on google : https://www.youtube.com/watch?v=XEeZ6a56kC8 and : https://vimeo.com/channels/pqhoudini/285813013
  7. CROWDS : Walking over other agents / Constraint Network

    Good evening, Following my studies on crowds systems, and a question from @jackassol about sticking ragdolls to colliders, I have tried to create constraints on the fly during the simulation, using Impact data. My first attempt being a quasi-failure (see attached testRagdollDynCon_v1.hip), I have tried with a simpler setup : a sphere rolling over cubes, and when hitting cubes, creating constraints on the impact data. You can see my test file attached as well : dynConTest.hip This, again, being not satisfaying, I have tried with a much more simpler setup : 2 cubes sliding on a plane and "joining" where impact occurs. AND IT WORKS !! (see file dynConTest_basics_v2.hip) Now, I really have a hard time figuring out why my setup dynConTest_basics doesn't work... I am afraid this comes from bad matrix inversion / rounding errors (I use an inversed fullpackedtransform to bring the impact position back to the "initial object space" of the sphere). Does anyone have any idea on where the problem is ? Thanks for your help ! testRagdollDynCon_v1.hip dynConTest_basics_v2.hip
  8. How can I scale a "Simple Male" character?

    Parent it to a null and scale the null
  9. Stick on collision - Ragdall

    Well, this would require a bit of VEX, but I guess the main elements to achieve would be : - I would work with a polygonal version of your collider (I don’t know what it is you are using, but you can always « hack » your DOP object and add pieces of data inside : check my other hip file, you will see that I need polygonal version of my terrain https://forums.odforce.net/applications/core/interface/file/attachment.php?id=49690 - you can use the Impact data (basically points), to find the prim and uv where the impact occured on your collider - use these to always reference the point on this moving geometry where impact occured, and use this point to modifiy the constraint anchor in the sop solver of the constraint network Of course, you will need to be familiar with Wrangle and SOP Solver and how to call different pieces of data in DOP... (all the bindings etc.) Check the hip files I shared, because the main ingredients are there, you just need to spend some time figuring out, step by step, how to reference a point in DOP context, and use this position to modify a constraint network.
  10. Floating animated character on Flip

    Indeed, FLIP works best for mid/large scale sims. I think a ripple solver, plus some custom particle system can do the trick. Just in case you would need some ref for a ripple solver, Entagma did a series of videos 2 years ago :
  11. CROWDS : Walking over other agents / Constraint Network

    To continue posting my experiments on crowds, on the same page, an example file about ragdolls and constraints. Can a ragdoll realistically climb a wall, providing some animated constraints ? Nope, but fun to watch... ragdollClimbing_v2.hip
  12. Stick on collision - Ragdall

    By the way, in order to find the limb on which a collision occured, the process is a bit long to explain, but know that there is an example in this course by Mikael Petersen on crowds. This guy is really an expert, I really recommend watching his courses. https://www.cgcircuit.com/course/crowds-for-feature-film-in-houdini-2
  13. Stick on collision - Ragdall

    You can create a constraint on the fly. i did some experiments recently, see the file attached (the constraints are even animated, as I wanted to see if the ragdoll could climb more or less realistically a wall... answer is no, but it can be useful to learn how to manipulate constraints on ragdolls :-) ragdollClimbing_v2.hip
  14. Create NGon with VEX using any 5 points. Is it possible???

    Have you tried PolyFill ? https://www.sidefx.com/docs/houdini/nodes/sop/polyfill.html Or older PolyCap ? (Deprecated) https://www.sidefx.com/docs/houdini/nodes/sop/polycap.html
  15. How to make the pointreplicate follow the shape of the mesh

    What do you mean ? I understand you projected points on a mesh (a terrain probably ?) and now you want the points to inherit the normals from the faces of the mesh on which they landed after projection, correct ? (you probably want to instance tress on these points, and you want them to be oriented with the normal of the terrain ?). If so, take a point wrangle, plug the points on the first input, put the terrain/mesh (who should have a normal attribute, otherwise it won't work), and write : int crossprim; vector crossuv; int dist = xyzdist(1, @P, crossprim, crossuv); @N = primuv(1, "N", crossprim, crossuv);
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