Jump to content

circa23

Members
  • Posts

    14
  • Joined

  • Last visited

Personal Information

  • Name
    alex shackleton
  • Location
    leeds

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

circa23's Achievements

Newbie

Newbie (1/14)

1

Reputation

  1. Amazing Lawrence! I didn't think about pintoaniamtion. Really appreciated mate, thanks again!
  2. Hi all. I have been trying to 'release' pin to target constraints on an animated grid using a pop wrangle with an istopped function. It is exactly what I am wanting, however, with every collision the 'un pinned' sections snap back to the original constraints. I have absolutely no idea why. Attached the scene file as its hard to describe. Any help would be much appreciated. Cheers Al Vellum_Pin_To_Target.hip
  3. Ahh good shout, I didn't think about the difference in prims! Thanks for your help.
  4. Hi I have a basic scene in which I have animated the rest length of vellum objects using a SOP solver. I then switch from the wrangle back to the 'dop geometry' at a certain frame. What I would really like to do is switch to the 'dop_geometry' when the restlength reaches a certain length. However I'm not sure how to reference this in an expression on the switch. Any help would be very much appreciated. Thanks Restlength_Switch.hipl
  5. Awesome! cheers for the help guys. I was going crazy trying to figure it out!!
  6. Amazing! Thanks for sharing. Ice drive wont let me download for some reason. Would you be able to post the scene file into the thread? Cheers
  7. Hi guys, I was watching John Moncriefs rock generator talk and I cannot work out the expressions used in the mountain offset to generate random iterations (around 11 mins). There are some really helpful breakdowns in the comments however I cannot get it to work. I've attached a scene file, any help would be greatly appreciated Thanks in advance. Random_Rocks.hip
  8. This is awesome dude! Thanks for sharing!!!!
  9. @woodenduck Cheers dude, yeah that sounds exactly what I'm after, just not sure how to format it in VEX. @ThomasPara Dude this is awesome!!! exactly what i wanted to do! Im still really new to VEX and coding so I need to pick all your code apart to see whats going on. Thanks again!!!
  10. Hi guys I've been fumbling around with this for ages and I cant figure out what to do. I have a bunch of points scattered over a grid with a solver running through them (exactly like the infection system that simon holemadel uses) changing an attribute named 'infect'. Not infected = 0 infected =1. What I want to do is fade the color of each point from black to white over a specified amount of time from when each point became infected. I'm falling at the first hurdle of storing the time at which an individual point was infected in VEX. Im using an attribute wrangle and I think I'm on the right track with 'setdetailattrib' function, however I cant get it to take. here's the Vex code I have been using: float @timestart; if (@infect == 1) { setdetailattrib(0,"timestart",@Time,"set"); } and I have uploaded a screen shot and the scene file. If anyone can shed some light on this it would be much appreciated. Cheers Al Set_Time_Attrib_on_points.hip
  11. Cheers @3dome !! When I open the file it isn't transferring the attribute properly in DOP's, Im pretty sure Its because I'm on an older version '15.5.632'. The geometrywrangle you added is a great idea. The VEX expression is exactly what I'm looking for. I'm going to pick it apart and understand it a bit more, then re-build it in my previous version in houdini and see if it takes. Thanks again for the solution, much appreciated! Cheers
  12. Hi @3dome (and if anyone stumbles upon this thread) I worked out a solution. It's a multisolver with the cloth object, cloth solver and a sop solver pumped into it. The sop solver (importing infect attrib) is merged with a pop force using a vex 'if else' statement in conjunction with the 'infect' attrib created in SOPS. It doesn't quite work how Simon Holmedal demo'd it as the un-affected regions still react to the pull from the cloth, rather than being completely static until affected. Scenefile attached if you're interested. Cheers Al Infect_To_Cloth_Force.hip
  13. Yeah thats it, I guess the cloth would always be active but the gravity is activated by the attribute. See pic for reference. Cheers
  14. Hi guys. I'm pretty new to Houdini and I'm really unsure of the avenue to pursue achieving this effect. Essentially I have a grid with a solver changing the color of the points over time, like the infection system Simon Holmedal used in the HypervenomII spot. I then want to use this attribute to activate the cloth solver (black not affected, white affected). I really stumble at what stage in DOPs I can implement this attribute. I tried to add POP force however this doesn't work with cloth. I played a little with the multisolver node and mask input to the gravity however I have no idea how they work. If anyone could shed some light on this it would be massively appreciated. Scenefile attatched. Cheers Al Infect_To_Cloth.hip
×
×
  • Create New...