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MadMax50

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About MadMax50

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    Peon

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  • Name
    Maze
  • Location
    LA
  1. Trunc function- vex

    Hello I am going through "The Joy of Vex" tutorials and I came across a problem. I am on Day 8 where he is talking about noises. http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex8 I am on the last part where he gives the exercises but I can't get it to do what he is explaining. Basically I am trying to make some blocky noise with a custom slider using the Trunc function as he states: Can you make stepped noise? Blocky noise? Hint: When we did quantising in an earlier lesson we took our distance 'd' and trunc'd it to reduce its precision. Here, you'd want to copy @P to a temp vector pos, quantise it, and feed that result to noise (see gif below) I get really close but I don't know how he is controlling it with a slider. My noise looks very faded and disapears after a certain value. I am just trying to ahieve the same effect in the gif I will attach my scene for anyone that wants to take a look Thank you trunc.hip
  2. Mixing Position based on active frame

    @vicvvshAhh makes sense, thank you again!
  3. Mixing Position based on active frame

    @vicvvshhey I have a quick question. In the expression you used to flatten out the Y position you wrote this: @P.y = getbbox_min(0)[1]; What exactly is (0) and [1] doing ? In the getbbox_min help it states: vector getbbox_min(<geometry>geometry, string primgroup) But I am still not sure what it means by the "string primgroup". and it also says thats the context for a vector whereas P.y is a float. A little confusing..
  4. Mixing Position based on active frame

    @vicvvsh Thank you very much this works great!
  5. Hello everyone So I have a small issue in vex. I have a start frame attribute moving progressively across a terrain. Now, I want to mix two states of geometry based on when my start frame happens. The value of the mix will be controlled by a ramp which will progressively mix from one state to another over a given number of frames. I almost have it working but it seems like my point positions are being stretched in one axis and not respecting the positions of the geometry I am working with. I am basically following this great presentation by Keith Kamholz and trying to recreate what he is teaching. You can see the effect I am trying to achieve at 22:32 minutes in I will attach my file if anyone wants to take a look Thank you mixing_based_on_active.hip
  6. RBD constraint custom attribute not working h17.5

    @anim thanks for the reply. I seem to still be getting a constant value of 1 for my stiffness on the constraint geo after constraint properties. I restarted Houdini and still the same issue...Perhaps it's a bug. I am using Houdini 17.5.173 .
  7. Hello, I am working through the new RBD constraint tools in H17.5 , specifically the new options for the "RBD constraint properties" node . I am creating a custom stiffness attribute before the properties node and it seems like my attribute does not update even though I have it set to the "scale by attribute option". It always resets to 1 and not my custom attribute. I am not sure what the issue is here... I will attach my scene file for anyone that wants to take a look. Thank you custom_stiffness_attib_h175.hip
  8. Gradient based of normal

    @RyanThanks man. This works great
  9. Gradient based of normal

    Hey ! I am trying to achieve a gradient based on my normal direction. For example if my Normal is set to (0,0,1), i want a black and white falloff in that direction. I already made this happen (sort of), but my issue is when I inverse the Normal like (0,0,-1), my color turns black. Is there anyway to fix this? Thanks! Normal_Gradient.hip
  10. vellum grains attributes

    @toadstormThank you !
  11. fireworks forming shapes

    @jkunz07 ahh i see, that makes sense. really appreciate the explanation. Thanks !
  12. vellum grains attributes

    @toadstorm Ah i see. thank you for the file. What would the attributes for vellum be in terms of stiffness. I am trying to art direct some clumping. Do I break the constraints like in a RBD workflow with a sopsolver? appreciate the help !
  13. fireworks forming shapes

    @jkunz07 great file! very interesting how you got it to work with vex. I understand the random input part but I am a little confused on this part in the point expression : floor(random(i@id)*npoints(which_input))) / vector(2.); what exactly is going on here ? why do we need to no the npoints? Also, what exactly is vector(2.); doing ? thanks for you time !
  14. vellum grains attributes

    anyone ?
  15. vellum grains attributes

    hello, I am trying to get rigid clumping in my vellum grains simulation. I have applied a noise to the grains and mapped that to "attractionweight" and "attractionstiffness". Then I made sure to turn the "attraction weight" in the vellum solver to 1. I must be missing something else, but I can't seem to figure out what it is. Seems like it is ignoring my attributes I created. I will attach my scene file for anyone that wants to look. Thank you. vellum_grains_attributes_rd.hipnc
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