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nuki

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Everything posted by nuki

  1. Delete grains from existing hole ?

    You have to make a watertight mesh that fits the hole like a plug. If you used a polyextrude, let it output the Sides Group, isolate those faces and polyfill that. Then create a vdbfrompoly, like in the attached file sdf.hiplc
  2. Delete grains from existing hole ?

    In your case, couldnt you just kill them if they hit a P.y threshold? Otherwise you could create an sdf for the hole and kill them inside a sopsolver if the volumesample() of the particles P is < 0
  3. I want to get Houdini to fetch 'piece0' from geoB' instead of 'geoA' by modifying the primintrinsics of the packed fragments. Since its possible to alter the 'fragmentname' attrib I assume this would be possible, but I cant find out how houdini keeps track of the 'root' of the packed fragments. Seems like the 'path' attribute doesnt have any effect and geometryid is read-only. I was hoping to find an efficient way to swap low-res sim fragments with their respective high-res versions. Any suggestions?
  4. Swap packed fragments via intrinsics

    Neat, exactly what I was looking for! I suppose there is no similar workflow to use with Packed Memory Primitives?
  5. cluster constraint

    Like this! Steven Knipping got a great series on Bullet / RBDs. Credits to him for the method showcased in the attached file. clustered_glue.hiplc
  6. Constraints between individual objects pieces

    if I understand you correctly, you can use the "Find Boundary Connections" option of connect adjacent pieces. Alternatively you could also pack your fragments once more, using a 'name' attribute unique to each object. That way the constraints would be created only between the two objects' centroids though. See attached file: bound_const.hiplc
  7. Swap packed fragments via intrinsics

    It would work, but its not the ideal solution for what I'm after. To tell a bit more about the setup: I generate N uniquely fractured walls first. At that stage they just sit at the origin and I generate hi-rez pieces for each wall there. Afterwards I place the walls, randomly selecting one of the prefractured walls to avoid repetition. Then that goes into the sim. The problem with transformpieces is that my source geo (the hi rez pieces) only contains a single copy of each fragment of each wall. I could use an instance or copytopoints sop to re-place and re-duplicate the hi-rez fragments to their respective lo-rez fragments. However, I was hoping to ultimately swap out the fragments only at rendertime (Mantra) using a geometry shader. I dont see how it would be possible to do the copy/swapping inside a procedural geometry shader and I figured doing it via Intrinsics would be the simplest and cleanest way if at all possible.
  8. In fact, I have yet to find a operator definition type that has the 'New Output' option unlocked??
  9. As the title says, when I create a new Material VOP asset the 'New Output' option in the Type Properties is greyed out. If I define export variables inside my surface shader code the 'Shader Call Export Variables' VOP will not bind them. Assigning values to eg. Cf directly in the VEX Surface code does nothing. How could I output eg. a vector from a Material VOP Asset?
  10. I am doing some shader building for fun and ran into trouble fetching parameter values with the chs() function in a snippet or inline code vop inside a material builder. I just want to get the path string specified in the 'txt' parameter of the parent node, but chs('../txt') returns an empty string. As you can see in my small example file the whole thing works fine when doing it in sop land with an attributewrangle. Since the wrangles are just snippet vops I dont have a clue what I'm doing wrong....maybe a context/bind issue? The compiler flags are identical on the wrangles snippet vop and the one in the materialbuilder. Also, since printf() doesnt output anything from the materialbuilder I was hoping for some tips on getting var readouts for troubleshooting my shader.cheers! vop_param_test.hiplc
  11. Sun Flare

    Since you posted in the Effects forum I assume you are more interested in creating the effect rather than shading/rendering? These two tutorials seem helpful: http://www.cgmeetup.net/home/building-the-sun-in-houdni/ https://pepefx.blogspot.com/2015/08/how-to-create-magnetic-vector-field-in.html
  12. Trouble with fracturing an object

    In addition to that you also have to fuse and close the bottom with a polyfill. Else voronoifracture would produce atrifacts when I testd it in 17.
  13. VEX function ocean_sample - what inside?

    did you consider asking this on the official sidefx forum or contact support? I mean theres tons of brilliant people here, but I doubt someone apart from sidefx has the latest source.
  14. Lens Shader lighting change

    If somebody could give me a hint which kind of Operator Type I should choose for a lens shader asset in h17.0.352 I would apprecialte that. I assume VEX / CEX Vop would be correct, but maybe its not ¯\_(ツ)_/¯ .
  15. I'm trying to get into writing lens shaders. For some reason, when I apply the lens shader, the lighting changes as well. As you can see in the images this is more than just a gamma issue. Maybe I need to export some special variables for the shaders used in the pighead, or its another case of the '/shop to /mat context' transition not being fully complete? Lens_Shaders_v001.hiplc
  16. Lens Shader lighting change

    Yea, I had issues running cvex shader builders from /mat context with geometry shaders as well. Rebuilt it in shops and it still produces false results, both using an Asset or a Snippet VOP inside the CVEX Shader Builder. The asad_lens I use as a reference works as intended... Lens_Shaders_v002.hiplc
  17. Baking Normal Distance to Zero Thickness

    I think its not so easy to do, since you'd have to find the mean surface first. Then project your mesh onto that which might not yield any hits along the normal. I tried hacking something together, maybe it helps you out a bit. Its far from perfect but might be a starting point. I'd really love to see how a pro would approach this. displace.hipnc
  18. bind vector array in shader

    Edit: Dammit, I uploaded the wrong scene..... I want to set point positions to a value from a vector array with a geometry shader. But somehow I cannot bind the vector array properly inside the shader, it will always return {0,0,0}. If I bind a vector directly it all works as expected, but I really need to pick my position vectors from an array. If you have time, please take a look at the attached example scene which illustrates the problem. array_cvex.hiplc
  19. Inside a material builder I would like to use the intersect() function. As I couldnt get it to work with the op:/obj/path_to_mesh syntax or any other way I was wondering if using intersect() is even possible in mat context? Also, is there a simple way to return the scene path to the geo the current sample belongs to?
  20. parameters not added with #pragma

    so it seems to me that this has been moved to the Input/Output section of the Operator Type Properties. You can hit the 'Create/Update Inputs From Parameters' option and hook that up with parameters inside a material builder node.
  21. I cant figure out how to get Houdini to add Parameters for arguments of my main function. My understanding is that: #pragma label test "Test" #pragma export test all cvex fun_ction(float test=1; export vector P=0) { P *= (vector)test; } should expose a float parameter labelled ''Test" to the UI. However, if I create a node with this definition there are no parameters added based on the code. I can add them manually in the Operator Type Properties but I would rather have them defined in VEX. Edit: It must have something to do with the mat context. Creating the asset in shop context in h16.5 works just fine. asset_param.hiplc
  22. Redshift stuck at 1/2 res

    oh my, I was looking for options on the IPR node itself, not for an IPR menu on the ROP node. Thank you for pointing me in the right direction.
  23. So I'm playing around with redshift a bit and cant figure out why it keeps rendering at 1/2 the set resolution. The render cam is set properly in the Redshift_ROP and resolution override is disabled. Changing it to 'User specified Resolution' has no effect. Changing the camera specific resolution has an impact but the output res always remains at 1/2 of that value.
  24. particle question

    Here you go pcopen.hipnc
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