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ChazS

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About ChazS

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    Chaz Sutherland
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    California
  1. That works. What's so aggravating is I adjusted those two params several times yesterday but obviously not in tandem—doh!—so I never saw any significant diff when changing the keep%. Ďakujem! (I hope that's correct)
  2. ACHTUNG! Exhuming an old thread since the tutorial at Entagma is still relevant :: I'm doing the same tutorial as Patrick (linked below) and also having the same issue with the polyreduce sop. I tried Noobini's suggestion, but even when using the same parameters as his/hers, the face reduction amount in my file is far more aggressive than the pictured example shows. I also tried unhiding the old sop in the textport editor, but it's not there to be unhidden. In all honesty this isn't that critical to the exercise (since any shape is usable) so I'm going to try and learn the fuse sop as suggested. However, out of curiosity would like to know how to use the new polyreduce in the same manner Yader does it with the old sop.
  3. [SOLVED] In/Active Constraints

    It's been awhile since I worked on this, but that does ring true. All these crazy buttons!! Thank you ikoon.
  4. Grouping or creating primIDs for select edges

    Thanks for response. Originally, I was creating these contours with a polyextrude sop and getting prims between each set of points. Which prompted my question. I then switched to a PolyExpand2D sop and didn't realize it creates a single primnum for each contour. Your response was a polite slap on the head to check my spreadsheet and to display primnums in the view window (doh!). I realized then I had what I was after. Your suggestions will now work perfectly. Thank you.
  5. The contours of the pictured font are guides to control the path of a knitting behavior. The idea is based on Entagma's PBD: Dynamic Weave tutorial where one set of contours are targets for the previous one, and so on... Since Manuel uses straight lines and I'm using curves, assigning a primID to each contour is a bit more involved than in the tut (he only has two points per line, whereas there are many more in mine). I'd like to somehow give each contour a unique ID of sorts. Does anyone have a suggestion on how to approach this? I've tried grouping by edges, but it's grabbing every line. And although it's kind of like inviting a vampire into my home, VEX answers are welcome too. Heck anything really Best regards.
  6. TY! I'll dive into this ASAP and report back.
  7. This problem only occurs when outputting from TOPs. Why would it write to my user directory and not to where it's specified to go (a different hard drive drive altogether)? The paths in Edit >Aliases and Variables >Variables are correct, as are the paths in the file caching node. Is there another place to look?
  8. [SOLVED] In/Active Constraints

    Thank you, that was the issue. I simply created a new constraintnetwork node with fresh params and it now works. I'll switch the cannonball to rbd as well, but being rather new to Houdini, I'm curious as to why this is necessary? addendum :: I made the ball an rbd and have fed it into the rbd solver but no matter how much velocity and density it has, it won't smash through the walls. However, the castle does collapse. I'll mess with the glue constraints, but would like to know if there are any other parameters I should be paying attention to as well?
  9. [SOLVED] In/Active Constraints

    I'm trying to shoot a cannonball through a small castle. The cannonball animates and blasts through the walls, but the constraints look like they're being ignored (or they aren't hooked up properly), so the entire structure collapses the moment the sim begins. The clusters are being ignored as well, but I can't figure out why. Many thanks for you even reading this. v17.5 rookDestruction_chazS.hipnc
  10. Planting points

    Thank you davpe. Despite finding another way to make this work, I'm going to give this method a try too. Never hurts to learn all the ways to skin a cat
  11. I have a lightning bolt with a start and end point, where the end point snaps to a ground point, triggers, plays out and disappears. I'd like to procedurally add an effect to where the lightning contacts the ground. My thinking is that when the end point of the lightning snaps to the ground point, to somehow spawn a new point or capture the ptnum of said ground point. From there a new effect triggers... ?? Problem is that I don't have a clue how to capture a single ptnum or reassign it somehow to begin the last effect. Is my logic flawed? If there's a simpler way... or even a more difficult way, I'm all ears either way. I have a sneaking suspicion this is probably an elementary thing to do, but haven't figured it out. My apologies if that is the case.
  12. [SOLVED] Normals point away

    Ahhh... I see now... I just wasn't considering distance as the value in question (which flcc was referring to earlier, d'oh!) since my brain was thinking of angles, not distance. Somehow I was thinking there was some intrinsic angle to P I wasn't seeing/understanding (spreadsheet would say otherwise though... ugh, *shame*). It didn't occur to me these values can commingle. My background in game vfx using proprietary tools which always had points carrying basic transformation parameters (position, angle and sometimes color), but this isn't how Houdini works. Old dog and all... So what's happening is that the distance vector of P was being added to the normal value of 'a' causing the seen behavior. This is another example that data is just data despite whatever name or expectation I place on it. I will take your advice and begin to look at the geo sheet more carefully. I have been trying to use it, but I'm not sure what I'm looking for at times, but this helps immensely. No excuses though, I hadn't looked at it in this case, but will do so from now on. Anyway, humbly and delightfully educated and corrected, so thank you both for dispelling this for me.
  13. [SOLVED] Normals point away

    Obviously I'm missing something here (so you have my sincerest apologies for the bother) but yes, the fact that the value of P increases as it moves away from the center doesn't make sense to me. Reason being, I'd expect values to decrease the further they are away they get from its origin. What does make sense—and I'm not claiming this is what's happening, but please bear with me—is that the value of P is a constant value and that a.y loses its mojo the further away from the point it gets. This then allows the influence of P to become more noticeable as a.y decreases...?? Anyway, that's just what's clicking with me, although I'm not married to the idea, so hopefully your explanation will click into place at some point.
  14. [SOLVED] Normals point away

    Okay, the distance thing I get, but what doesn't make sense is that the values grow over the distance (away from the center)... shouldn't the reverse be true and the stronger values be toward the center?
  15. [SOLVED] Normals point away

    I hadn't realized that P had a distance falloff. What's still a little confusing is that P.y having less effect toward the outside since it has no value. For some reason, my brain wants to reverse that logic. Gonna need to chew on that info for a bit. Hopefully it'll make sense sooner than later. Thank you flcc.
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