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cdenny last won the day on November 20

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About cdenny

  • Rank
    Peon

Personal Information

  • Name
    Chris Denny
  • Location
    Minneapolis
  1. Hey all, I've been having an issue figuring out the best way to make panels move along a curve - constrained to each other. Like chains, tank treads, sectional garage doors, etc. I've attached an image of the issue, the black dots would be wheels on a rail. It looks like the chain sop uses curveu to control the objects position along the curve, which fails when the movement axis changes from a single direction to a mix of the two. IE as it rounds the bend the top pivot point travels a longer distance than the bottom pivot point. I've got one thought which is to create points that are constrained via distance to the previous point, which are all constrained to slide along a path. Is this possible in vellum now with the slide constraint? Each point would be a position constraint for the bottom of one object, and a 'look at' constraint for the next object down the path. If the distance is maintained between each point then theoretically it'll always be a seamless assembly of chain-links or a tank tread. I just can't believe there isn't a simpler way or something that has been done before, it seems like this would've been solved years ago. Maybe there's some math or CHOP to interpolate point distance along the path? Maybe some sort of for loop where it changes a points curveu attribute until the correct point distance is achieved? Thanks much for the advice!
  2. 'To polar node' ended up being the trick! Thanks for the help guys. Here's what I've got after an hour or so, I think I can do the rest shader level.
  3. I'm trying to procedurally make scooped ice cream. Everything I've seen uses linear striations by increasing a single axis frequency, but from looking at references there's actually a curvature to the 'cracking' that occurs when you scoop things like ice cream or cookie dough. To get good results the best method seems to be using a vdb/volume vop workflow, so using the normal or predicted uv route doesn't seem like an option? Furthermore being able to offset the poles seems like it'd be useful, so the noise pattern isn't perfectly centered. I feel like pos into something to cylindrically distort what gets sent to the noise node is what I'm aiming for, but I don't know how to execute that or if that's even the right route. I'd appreciate any help! Here's a great example from Rohan Dalvi. But here you see it's actually distorted and 'pinches' or converges at the poles. It may be a small difference but I think it's an important one. And an example for scoops of cookie dough. Cheers, Chris
  4. I was wondering if someone could point me to some good tutorials for managing material assignments on 400+ objects. For some of my work, I get CAD objects with 400+ individual pieces. In the scene, there are around 20-30 shaders. Each object then gets 3-5 attributes to further customize shader properties if necessary (using Redshift rsUserData nodes). Material assignment is straightforward in Maya, and I've built a script which will apply the user attributes to the selection, so it's pretty quick and easy. I can't believe material nodes are the way to go, I see everyone mention how awesome Houdini is for managing entire scenes, but I haven't seen a good explanation of shader management without adding an unmanageable amount of nodes. Is it material stylesheets? How do those work? Haven't found a clear cut answer but I have a feeling I'm missing a simple explanation. A little off topic, but with this CAD work the grouped/tree view in Maya is perfect for managing object heirarchy, aside from making 50+ group nodes how would I do the same in Houdini? Thanks! Chris
  5. I suppose it's possible? I don't have any experience with Houdini engine or creating HDAs' for it. I'll look into it though!
  6. Houdini's explode node is fantastic. I have a complicated cad model with hundreds of pieces and dozens of groups in Maya, all shaded correctly in Redshift and all that - current workflow doesn't allow final renders in Houdini. Is it possible to export from Maya as an alembic or something, animate the explode view, and send some sort of file back to maya to ONLY affect transform data on the existing geo in Maya? The only solution I can think of, that might work, is preserving name attribs in Houdini, sending an alembic back to Maya with a prefix, and then using some mel to run through all of the objects with the same name minus the prefix and add the keyframes. Any insight would be great! Thanks
  7. Blending between RBD and initial state

    This works fantastically! Thanks for your work MOPS, hopefully I can contribute to it in the future.
  8. I was playing with the new MOPS nodes and ran into some issues. I don't have much experience getting down and dirty with constraints or combining different solvers but got 85% there. I was able to create a constraint network using the MOPS-created points so it was essentially motion graphics with collisions. Once the animation was finished I tried use primitive intrinsics to get the position and rotation back to the initial state. Didn't work, it does some weird scaling thing before going to the correct position. What's the best way to go about this? I'd assume using some sort of blend solver? I looked into the copy solver but this being packed primitives didn't affect it. I've attached a simply mock up of what I'm trying to do, just need to stop end movement and rotation somehow. Thanks! It's 2am so I'm giving up. AttracttoPoints_01b.hiplc
  9. RDB driven by POP network

    Thanks! Integrated this into my setup last night, it appears the main driver for this to work is the popattract node? I had an issue with the inside and outside pieces not being treated as a whole piece, but unchecking Create Name Attribute fixed it; this appeared to be caused by a remesh node that affected the inside faces immediately after the voronoi. Thanks!
  10. RDB driven by POP network

    Hello! Firstly, I'm very new to Houdini (coming from Maya), so I apologize if this has been posted before; when looking for a solution I may have just not searched the correct terms. At 49:00 in the below video, Jeff Wagner demonstrates an RBD solver that is 'driven' or on some level involves a POP network. I want to achieve a similar effect. I currently have a shattered object (using another tutorial to create jagged voronoi). Additionally, I'd like to scatter points along the inside point group (from shatter) to create wires, Entagma recently released a tutorial that I can probably use. Getting curves that are affected by gravity would be a perk, but it might be beyond ability trying to make them dynamic constraints to the shattered pieces, etc. If I don't do this however, I might have an issue with them clipping into the geo. Thoughts on how to make them collide-able at least would be appreciated. Would love anything to point me in the right direction. Thanks!
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