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Evan Peignet

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Evan Peignet last won the day on June 22 2019

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  1. Instantiate and animate objects along curves

    Hi, You could do that in chop, but it is not necessary, there are plenty of ways to do that, with vex / vop, sop solver, or even only in sop. Here is one proposition: - Create a line on x (length 2 for example) - transform it on x by 1 - resample it to max segment length 0.02 to get enough points - copyandtransform total number 8 for example and rotate by 45 on y. It gives you a circle of lines not touching but pointing to the center - attributevop add a 3D turbnoise to the current position (amp 0.5). Randomizes a bit the shape of th curves. - create a foreach primitive and create Meta Import Node place a carve, animate the firstu from 0.99 to 0 from f0 to f75 for example. This will animate the curve over 3 secs. blast 0 delete non selected to keep only pt0 that is the last point is this example. copytopoints, plug the point in second input and a sphere in first input (scale 0.1 for this example). This will copy a sphere on each pt0 of each curve, so on the last point of each curve timeshift $F-5*detail("../foreach_begin1_metadata1", "iteration",0). This will offset each animation of curve by X frames. - merge your curves from before the foreach and the output of the foreach (so the spheres moving). So that you can see the sphere moving along the curves. This is a cheap method because it would become heavy in big scenes and you don't have a huge control but it works for what you want to do. To build a full system, I would probably have done a vex setup using primuv or curveu attributes to make the sphere move along the curve / geo. I hope that helped, have a good day!
  2. Distance fall off

    Hi, I checked your hip. In your wrangle you wrote: vector mypt = point(1, "P", 0); f@dist = distance(@P, mypt); The first expression stores the position of point 0 of all your scatter points. And if you put a blast under your scatter and delete all the points except pt0, you will see the your color is transfered form this point distance. To fix it, replace it by vector mypt = point(1, "P", @ptnum); It will calculate the distance from all the points of your scatter. I assume it then uses the closest one. If you want to make sure you can also isolate the lowest point of you scatter. There are plenty of ways to do that: - You can add a sort by Y after your scatter and then let this expression in your wrangle vector mypt = point(1, "P", 0); It will work because the point 0 will be the lowest on Y axis. - You can use the minpos() vex function to get the position of the closest point from the grid. - You can get the bbox min in vex or with and expression function and delete all the points higher than that limit. - etc etc I hope that helped. Have a good day!
  3. Hi ! I am working on RBD in Houdini 16.5.268 and I render it with redshift 2.5.56 I have some problems during the rendering : we see the edges of the fractures ! I tried a lot of things without managing to get rid of it. It works fine in mantra, no artefact. My geo has UVs, Normals and rest position. Do you have any idea of how to correct that please ? Scene is attached and some pics of the results. PS : I also had other problems while rendering rbd in redshift. In some scenes, applying two different materials with different displacement values on inside and outside groups of an object results with a gap between inside and outside faces. In other scenes, the displacement of inside surfaces flicked. It seemed that it was moving along time, I didn't find out why. I read the redshift documentation and watched several tutorials but maybe I don't work the correct way with displacement in redshift, could someone help me ? Thank you very much ! Have a good day ! no tessellation no displacement tessellation no displacement no tessellation displacement tessellation displacement mantra displacement material MAT_prob_v01.hipnc
  4. Hello guys ! I am trying to apply two materials with different displacements on the same RBD pieces. I use a material on the outside group and another one on the inside group. It works but it create a gap between my two materials (the black holes on the picture). I used a restposition before assigning the material with a materialSOP but it doesn't resolve my problem. Do you have any ideas of how I can fix it ? Thank you a lot !
  5. Noise never decreasing in VEX

    Thank you guys ! This is exactly what I needed. Have a good day !
  6. Hey guys ! I 'm searching a way to get an attribute that never decrease, in function of a noise. I want it to increase or stay at the max past value of the noise. This picture illustrates the value I want my attribute to have over time. I tried to calculate the last frame value and to clamp my actual value to the previous one or to take the highest value between the actual and the previous one. It works, it always takes the higher values between the two. But at the next frame, it doesn't prevent the two values from decreasing because of the noise value decreasing. So it doesn't work. I also tried to do an array with my firstframe and add the value of noise(@Time) to this array at every frame and then use the max() function of the array. But it adds the elements of all the frame range and gives them the value of current frame noise (that is logical). Do you know how I can create a list that adds the value of noise(@Time) at each frame ? Do you have any idea of how I could get an attribute never decreasing depending on a noise over time ? Thank you for your help ! (don't hesitate to ask if I am not clear)
  7. Copy Points With Rotation Along Curve

    Hey ! Thank you djiki, it works like a charm with the sweepSOP with Angle Fix and Fix Clipping activated. By curiosity, would you know how I could have done it with quaternion ? Have a good day !
  8. Hello guys ! I need a little help. I have a curve and I am trying to get secondary curves around it. And finally to convert it to geometry with polywire. I don't want my curves to interpenetrate or to twist. I scatter points into a circle. I give an individual attribute to each point. I copy them to the points of the curve. I tried polyframe and vex code to keep the orientation of the points along the curve. I manage to get it but now I see that my secondary curves twist at some points. I think that I should use quaternion as orient before the copy but I don't know how to use it. For the moment, I've got this in my wrangle before the copy : v@N = v@N ; vector tangentu = v@tangentu; vector up = set(0,1,0); vector side = cross(tangentu, up) ; v@up = side; v@side = side ; v@N = tangentu ; // p@orient = set(@tangentu.x, @tangentu.y , @tangentu.z, radians(90) ); At the end, I will use a polywire (and I don't want them to twist around my main curve). Do you have some ideas of how I can do this ? I join the scene to explain. epe_copyWithRotationAlongCurve.hipnc