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lulu01

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Everything posted by lulu01

  1. While loop won't stop?

    Good to know, thanks a bunch!
  2. Hey, I'm trying to understand the while loop in Houdini VEX using a solver, but having trouble understanding it. I've got 1 point connected to a solver, with a point wrangle inside using this code: while(@P.x <= 10) { @P.x += .1; if(@P.x >= 10) { break; } } its nothing fancy just trying out the basics, but for some reason the loop won't stop after the condition is met. Neither the breaks help, what I'm doing wrong? I also got this one below, but in this one the code makes the point slow down after the condition is met? int i = 0; while(i <= 10) { @P.x += .1; i++; if(@P.x >= 10.0) { break; } }
  3. While loop won't stop?

    Indeed a While loop does not work in this example, thanks for pointing that out! Now that I know this the next step for my little experiment is to change an Element in an array, just like I change the @P.x value within a solver. The goals is to change the third element in the array, by subtracting 1 per loop. How would this work? I already tried a Push, Append, insert function. But some I can't specify the array element, or I just add a new element to the array, and does not loop the action. I'm clearly doing something wrong here, please someone tell me the logic behind this problem i[]@array = {0,1,2,3}; //_Array string dir = chs('dir'); //_input float steps = chf("steps"); //_input i@check = @array[3]; if(dir == 'F' && @P.x <= steps) //_Condition { @P.x += .1; //_Action @array[3] -= 1; //_Substract element per loop??? } Change_element.hipnc
  4. FLIP Fluid Attribute Control

    Thx for the info vtrvtr, this really helps a lot.
  5. FLIP Fluid Attribute Control

    Hey, I'm learning FLIP Fluids and I would like to control Density and Viscosity attributes locally. I'm having some trouble learning Advanced Fluids, most tutorials use the fluid source, which is replaced by the Flip Source and its a bit confusing. Also I can't find a good introduction to the microsolvers, expect for the Houdini Documentation of course. For my project I like to use the @Cd as driver for fluid attributes, but I don't know how to use color data in a Dop environment. If people have some nice tricks for controlling Fluid Attributes, please drop a comment.
  6. Hey, I got this 3D scan of a hand model and used the topobuild to create new topology. With the Texture Bake I like export the displacement and diffuse map, but the new displacement and diffuse maps are useless. I thought it's had to do with the Texture Bake > Ray Bias, but it's not working for me. If somebody wants to have a look at the files check link https://we.tl/t-8ZB4TFSdwn and if you have any information, plz drop a reaction. Files:
  7. Thx, I found out the normals cusp angle was too small, this creates color different on the surface of the mesh. The texture was fine
  8. Hey, So I found a hand model with UVs and Texture maps online, but the topologie was wrong. I used the Topobuild to draw over the old model, making a mesh right for animation. Lastly I baked the texture from the old model to the new model. Here is where the problem arises. The texture bake shows black lines where the uv border are (See Screenshot). How can I remove the black lines and why are they there in the first place. I'm still new to texture baking and im having a hard time understanding the whole process.
  9. I fixed the error problem, I need to bake the texture as an .rat The texture has no black lines anymore, but the transition between uv island are still visible on the texture model. If someone got a solution for this?
  10. Hey, I believe Border Expansion could work, but it not working out direct. I can bake the texture using Mplay, but I understand that Border Expansion only works when you render to disk, only then I get a long error. Plz check out the files if you want to see it for your self. Hand_TexBake.zip
  11. Hey, I emit a bunch of particles on the surface of an animated box and use the 'Pop Collision Detect' to stick to particles on the surface of the animated box. Later in time I like to deactivate the 'Pop Collision Detect' by a moving bounding box, so that the particles can be affected by different forces. Of Course this does not work in POPs, because POPs does not work like SOP. Could someone help me with this example and explain how to control parameters in time within POP and DOP. Deactivate_Particles.hiplc
  12. VEX Function: npointsgroup

    Thank you so much, I understand what I did wrong . You guys where very helpful.
  13. Hi, Im started out learning vex and exploring different type of function. Im trying out the if statement in combination with the npointsgroup function. In the example I got a point grid, with a point group. I like to use the if statement to make the grouped points green. Sound super basic right, but its not working out for me. What I'm doing wrong here?
  14. Recently I check Rohan Dalvi Procedural texturing and baking lessons and it really useful for learning Texture Baking. But the reason I bought this tutorial series was to get a better understanding behind the concept on baking. What I really want to learn is, how to bake lightmaps using Redshift, but there is little information on the subject. I check the documentation on the redshift website (https://docs.redshift3d.com/display/RSDOCS/Baking), but honestly, I don't understand anything even after I learned how to do texture baking. The process goes like this: 1. Creating an appropriate unwrapped UV channel that will be used by baking 2. Creating and configuring one or more bake sets 3. Setting up the AOVs 4. Executing the bake It starts for me at step 2, do I need to use the bake texture note? 3. Why do I need to set up AOV and how is this connected to the bake texture note. Am I missing some important information here? If somebody could explain to me step by step how do to create a Lightmap using Redshift? Currently, I'm using Houdini 16 and Redshift 2.5.32.
  15. Trigger an animation

    Hey, Can somebody please help me. I'm having this problem for a while now. I believe its very simple, but my knowledge is still a bit limited and I can find the right information online, or in the Houdini guide. So, I have a point moving and an animated sphere and I like trigger the animation of the sphere when the point moves through a Bounding Box. How would I tell the sphere to animate when the point enters the bounding box? It needs to be some kind of on switch, for the sphere to animate.
  16. Hi, So I came across a problem, I like to create a flight route for a plane, but I don't want the plane to crash into an object. I managed to create a curve (flight route) that can avoid a point, so the curve goes around the point...GREAT!!! (Check Screenshot 1) But if I want to avoid a large area, lets call it a "no-flight zone", the code has some sort of scaling limitation. (Check Screenshot 2) I've checked the code several times, but I can't find the solution, can somebody help me out? No_Flight_Zone.hip
  17. Point function fails to use pscale attribute

    I'm still a bit lost on the whole parallel processing concept, but I will do a some more research on the subject. For now it works, THX toadstorm!
  18. Recently I started learning VEX, but now and then I hit a wall. In this case I can't find the answer on my own. What I'm trying so solve here, is to read the pscale from the closest point. //PSCALE @pscale = random(@P);; //NEARPOINT string me = itoa(@ptnum); i@near = nearpoint(0,'!'+me,@P); //READ PSCALE FROM NEARPOINT @npt_pscale = point(0, "pscale",@near); Getting an attribute with the point function works fine in most cases, like with the @P or @Cd, but with pscale it gives me a value of 0.0. Not sure I this is the best method, or maybe I'm overlooked something. I really can use some help. nearpoint_pscale.hip
  19. The Array Enigma 101

    Noobini, thank you for your help
  20. The Array Enigma 101

    So for the last view weeks I've been learning vex, great stuff. So now I want to turn my new awesome vex knowledge into practise. The goal of this operation is the measure the distance between each point to their closest neighbour. First, I use the pcfind function to grab the nearest point of each point number and put them in an array. Second, now I like to grab the values from the array and put them into a distance function. (BUT HOW?) I find array a bit of a vague concept. I get its a list of values, but I'm not really sure if the point numbers in the array also hold the position vector. Not sure if I'm doing this right, and probably there better way. If this method is right, pretty please help me out. kind regards, The new kid on the block measure_distance_nearpoint.hip
  21. Banana Joe limbs

    Question, I'm trying to make a cartoon character with curved arms. The same like Banana Joe in Amazing World of Gumball. In this tutorial for 4CD, they control the NURBS CURVE with the Joint Tool. I thinks this really smart when you want to animated a walk cycle using joints, but still having cartoon spaghetti like limbs. In Houdini I can't control the NURBS Curve with the Joints Tool, because the NURBS CURVE works only in the Geometry note and the Joint Tool not. I tried to extract the Joint Transformation (copy parameters) to control every point position of the NURBS Curve, but this does not work, because Joints are children and children don't show any change in value, when they are animated. I'm super tired, so maybe I'm over looking something really simple. So if you can help please drop a comment.
  22. Trigger an animation

    Hey ashwinsareen_3009, thx for the quick reply. I understand what your saying, but I just don't understand how I can play the animation on demand. I believe I need some sort of vex code or vop setup to trigger the animation, but I just know where to start looking for the right information. If you or somebody else can find the time, I made a quick setup up. This is the last piece I need for a project, or everything will be for nothing. A bit dramatic I konw, but it would be really nice if this can be solved. TriggerAnimation.hip
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