Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About sant0s81

  • Rank

Personal Information

  • Name
    salomon santos
  • Location
  1. I just tried the DomeMaster3D Plugin for Sitoa (Softimage + Arnold) and it works perfectly. The Fishey for Redshift definitly has nothing to do with these projection. And the DomeMaster plugin for Houdini seems to be outdated. I wrote to the author of that plugin, but I guess, its not in development anymore. I read, I can use geometry to kinda fake these Fulldome projection. Is there some Info out, that could help me to find a solution? Thanks again! sant0s
  2. Hey everyone. I am trying to get a projection like the DomeMaster plugin (https://www.orbolt.com/asset/nhat::DomeMaster). The plugin seems to be outdatet, at least I dont get it to run (The free version only works in Apprentice). Is the DomeMaster projection the same than the Polar Projection? Goal is to get a projection for a planetarium. Thx alot, sant0s
  3. Font not showing In Font Sop

    Good morining, I installed a new Font (C:\Windows\Fonts\) and it shows in all Applications like Photoshop, Softimage, Nuke, etc. But I dont have that font in Houdini. I already tried to manually add that font to the registry, changed permission, etc. Is there something like update the fonts in Houdini? Like I said, in all other applications I can see that font. Thanks alot, sant0s
  4. Align Geometry on Spline along TangentU and Y-Axis

    Hey @LaidlawFX sry for late response, but thx alot! Thats great - so much more efficent than my setup. I ll gonna work on that. edit: I am just trying to figure out, how to calculate the angel by normal. Somehow I guess, I have to use the attribute VOP and create a cross product, at least I am reading all the time about that. The goal is to get the angel (0° - 90°), feed that into a ramp and use the 0-1 value to control the scale of the circle. Is that possible with the attribute VOP or only in VEX? Thx again!
  5. Align Geometry on Spline along TangentU and Y-Axis

    Hey, thx alot to you! I finaly could manage to align the shape in a correct way by setting the Normal to Y. But I get to another problem now: On some parts of the spline, the geometry is twisted. Is there a way to fix that or at least, smooth the twist out?
  6. Hey everybody, some weeks I made a simple cave builder and it worked great. But since I only used round circles, it was quite simple. Now I want to create something similar, but with a flat ground, I attached an image what I mean. Actually, I want to align the shape along the TangentU what works perfect, but at the same time on the Y-Axis so that the floor is correct. The other thing is, that it makes no sense when the tunnel has a very steep angel, that ther is a floor - so there I want it based on the angel to become from the floor shape to a round shape. Is it possible, to controll that somehow with a ramp? Thanks alot and happy easter, sant0s
  7. Vellum - to much stretching

    I just wanna give a quick a reply: i seems that I really just have to increase substeps and iterations alot.... dont know, if that is the solution, still simulating. But for now it already looks better. Anyone know, if thats the only way? thx
  8. Hello, I am using Vellum to pull a silk scarf from an object. So far I like the result and some simulation tests with lower grid resolution look cool. Now, since I increased the subdivisions of the silk geo, I get strange artefacts and super stretching. I want it more like silk, so actually very, very low stretching. Because of the stretching, the silk sticks to harder corners what then looks again not good. I playerd around with the Stretch values, but seems not really to work. The substeps are on 6, iterations actually quite low on 10 since increasing them, makes everything worst. Could you direct me to a better setup? Thx alot! edit: I found Sara Rascon's Tutorial about vellum and followed some of her tips to get a nicer silk material. But still, as soon as the silk is getting pulled of the object, it looks like stretch fabric.
  9. [SOLVED] high res STEP file with artefacts

    @mooopstar That does the job perfectly, no more artefacts. Thx alot!
  10. Hello, we got an extreme high res model as a STEP file. To open the file in Houdini, I used FreeCAD to export the geometry as an .obj. file. Problem is, that I get bad modeling artifacts. The model is HUGE, so it would take forever to remodel everything. Is there a way, to flatten out these artefacts? I already added a Normal SOP and was trying the Facet SOP without good results. Attached is an example of the artefacts. Its the rear part of the geometry, but also the rest of the model has a lot of little till bigger artefacts. Thank you!
  11. Scatter on geometry only on Y-Axis

    Good morning, thx u guys alot for these examples - lots of great input and super usefull. I am gonna study them now. In your example @vicvvsh I just added a fuse node to evenly snap and delete the points and already have the lamp setup - thx alot. Cheers
  12. Scatter on geometry only on Y-Axis

    Hey, thx for replyling! One thing I forgot to mention - I wanna keep it procedural since I have to modify the curve / tunnel. So it would be great, to not always group the geometry like in ur example @vicvvsh. i thougth, I could for example just use the exsisting spline and transform it in the y-axis only until I am near the closest points of the tunnel. Than use that spline (points of the spline), to generate a weight map on the tunnel geometry, that I can expand by distance to points, add a fractal to get more variation etc. In Softimage I would just use the curve, move it up in the upvector, shrink wrap it to the geometry and than generate a weight map by distance to the spline points. Thats what I try more or less in Houdini atm. Thx again Cheers
  13. Scatter on geometry only on Y-Axis

    Hello, I am building a simple cave system. The cave itself is a spline -> copy a circle to points -> skin it -> and finaly bool the tunnel into a cube. Now I would like to scatter points on the cave ceilling, to have anchor poitns for cables and lamps. I attached an image to show what I mean. I though, I could maybe use the exsiting spline and the upvector to somehow alow the points to scatter only on the ceilling - but I have totaly no idea how to do that. Also about the cables - is there a tutorial, that shows something similar? Like generating a spline between the points and give it gravity to let it hang down between the anchor points. And another question is, if there is some way to erode the tunnel. I guess, with HF Project I cannot modify the tunnels inside the box - is there another way to kinda fake erode? Thx alot! edit: I wanna create something like that: https://blog.csiro.au/kids-raid-caves-in-virtual-classroom/ So the points on the cave ceilling also could be used to create stalactites or on the floor a way system etc.
  14. hey there, a friend found the final solution. Cheers
  15. Hi, That is probably a super simple task, but I just dont get it and trying for hours all kinda ways. I checked some example files here to understand how to find distance between to points. But how can I than use that distance, to control the height value of polyextrude or other values? I have a closed, rectangle curve and deletet all points beside the two where I need the distance. Than I want to use the distance of these two points, to extrude a torus in height. Could someone give me a little hint? Thanks alot, sant0s