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    Thomas van Fucht
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netherknight's Achievements


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  1. I figured it out! I need to be using ??6?? rather than **6**.
  2. Hi, Scripting is a little new to me, so hopefully this has an easy answer. I am looking to check a string for a certain number in a specific position. example variable: B1567 in the example's case I would like to check if the third character is 6. (in the example this is false and would return a 0) I've been tinkering with strmatch: strmatch("**6**", "`chs('../ColorMaster/cl_master')`") However, this checks if the string has a 6 anywhere in the string. resulting in a incorrect 1) How can I adjust the strmatch to only check the third character? Any and all help would be appreciated! With kind regards, Thomas
  3. Hi, This may have an easy answer but I am struggling to find it. I want to use point relax but I don't want it to affect the Y position. So my thought process is that I would go over all points before the relax and save the Y position. Then after the relax I would call back the Y positions and have them revert to their "original" value. The problem is that I can't figure out how to do this. Could anyone help?
  4. This is perfect thank you. Distance from geometry is starting to make a lot more sense. So I'm seeing how to cast @dist to the example pscale. But would it be possible to cast it to a float in a FOR EACH? so that I could for example adjust the max density of a scatter node based on the proximity of a grid of packed cubes? So lets say a grid of 10 cubes, for each cube check the distance to the camera and scatter a maximum of 1.000 points over the closest and a minumum of 200 points over the cube most far away.
  5. Hi! I'm just starting to work with the distance from geometry node and would like to scatter a number of points over a grid of cubes based on the distance to the camera. I am running into two maybe easy to fix issues. As far as I know the DFG node (distance from geometry) creates a attribute named "dist" I would like to use that attribute in a series of adjustments made to the cubes. Now I can call on "dist" with the "@dist" expression but I dont know how to use that in a node such as scatter. Secondly I am looking for higher values closer to the reference object. Using DFG without adjustment gives higher values to objects furhter away. Any help would be appreciated. -Thomas
  6. That sounds great! However, I believe this is a feature in 18.0. Which of course won't work in 17.5. Is there a way of getting this to work in 17.5 without having to upgrade? Edit: it doesn't have to be as elegant as the distance from geometry-node but something we can use before we've made the switch to 18
  7. Hi all, I'm looking into a way to apply a "feather" effect to a group transfer. I this case I would like to have a grid of points where the edges are selected with a gradient to apply a higher level of detail. (See image) My thoughts sofar was to create a box around my grid and use group transfer with a distance threshold. However, this cuts off rather abruptly causing less of a gradient and more of a border. I've made a .hip file (attached) where I've attempted a rudimentary "bleeding effect" What I did for those who don't want to check the .hip is selected the border, then over a series of nodes selected a higher random number of points with a smaller distance threshold. This works though it is very messy/inefficient and isn't very user friendly. My question is how to approach this in a more procedural manner? And a follow-up question would be how to apply such a gradient grouping based on other objects, for example, a camera. Though this is less needed and more of a pondering. Any help would be appreciated. -Thomas Gradientgroupselect.hip
  8. Hi! I'm trying to figure out how to add a glittery effect to houdini mantra hair. Would I have to build that into the hair shader? If so could anyone giv eme a quick rundown on how to start doing that? The effect I'm going for is like you dipped your hair in glitter water. So the end result is a very sparkly hair. Also I would like to adjust the color of the glitter. Edit: Also I'm generally finding it hard to find a good explanation for how to start adjusting/bulding your own materials.
  9. Hi, I'm running into a little issue where I'm trying to randomize colors over bunches of lines. Basically what I'm doing is making a small bunch of lines, say 6 close to each other. Then I copy that bunch over a distance around 500 times. (See attached file) After I divide all the lines into 3 groups with group by expression and I assign a different color to each group. However this splits up All the lines created, what I want is to randomize by initial bunch so each bundle of 6 lines has a mix of the three colors. What happens now that I want to avoid is the possibility of 1 "Bunch" being 99% one color which can happen working with this many lines. Doing the group split before copying and transforming will give me the exact same randomization thus giving you a repeating pattern. How would I best go about this? Randomized bunching issue.hip
  10. I'm running into an issue. I'm using the convert node to change my wires to NURBS. However, when I render these out it renders them as if the conversion hasn't happened. Is there a good reason as to why this is happening?
  11. Hi everyone, I'd like to be able to adjust the HSV via an attribute expression. What's easy is multiplying the point color with something like this: "value * fit(float(rand(@elemnum)),0,1,0.5,1.5)" However, just using that expression multiplies the color with a random number giving a generally blacker/whiter color. What I would like is to be able to change the saturation separately. The result would be a set of X wires having the same color with a saturation/value range of 0.5 to 1.0 Is there a good way of achieving this or do I need to stick to the simple multiplication?
  12. Is there a good way to aply a perspective correction to the cameras so that we can eliminate the vertical perspective when looking/rendering through the camera? 3dsmax allows us to do this on their default cameras. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-38F86E7D-A79F-47D9-9E5F-7849E91BB6CB-htm.html I suspect we should use a lens shader, however I have no Idea where to start with that.
  13. Yes!! That does work, intresting that there might be a change in numpy Thank you Atom! I'm going to see if I can rework it but this will help immensly for the time being!
  14. Ok sue that makes sense, though it seems odd this worked in 16.5 Is there an elagant way of adjusting without needing to rewrite everything? because even if I convert line 122 and 123 to ints rather than floats, we still run into issues further along the code.
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