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Everything posted by netherknight

  1. 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.
  2. 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
  3. Changing Cd saturation with attribute expression

    Yes! This is perfect thank you.
  4. 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?
  5. 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?
  6. 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.
  7. Switch from 16.5 to 17.5 breaks my python code.

    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!
  8. Hi everyone, I hope someone can help me. I have a rather length piece of code set up in python that works great in 16.5. However I'd like to make the switch to 17.5 The error's I'm getting are: Error Python error: Traceback (most recent call last): File "", line 221, in File "", line 191, in newyarn File "", line 179, in poly2polys File "", line 122, in strands TypeError: slice indices must be integers or None or have an __index__ method Are these easy to fix changes, or has there been a big change between versions?
  9. Switch from 16.5 to 17.5 breaks my python code.

    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.
  10. I'm working with a wie simulation at the moment and would like to save out frame 300. This is ofcourse easlily done by saving out the frame with a file cache. However, The wires I'm imulating change patern per frame. So the input for the simulation changes when I try to run it. I would like to save out the simulation frame 300 for all patterns. so say frame 1-10 I load in 10 diffrent patterns and want all of them to cache after 300 frames of simulation. basically the end result would be: (where $F = 300) Pattern-1-Simulation.$F.bgeo.sc Pattern-2-Simulation.$F.bgeo.sc Pattern-3-Simulation.$F.bgeo.sc Ect. I can manually do this by making the input static and waiting for the sim to run, but the sims take about an hour and a half and I would like to just leave that on at night. I'd preferably like to avoid having to make 10 filecache nodes with 10 diffrent inputs and ROP-merge outputting them, though if this is the only way then maybe. Any help?
  11. Dynamic relative reference

    Omg fantastic, I've been scratching my head for ages haha. Thanks for the help Morn66!
  12. I'm setting up a scene with a bunch of colors. As such I like to keep them in a Null node so theyre all in one place. In a geometry node I'm trying to apply that color with works fine with relative reference: (U3650 being the name of the color) ch("../../Colorbank/U3650r") This works great but I'd like to have the U3650 be changed based on a string attribute on a diffrent node. that way I can change it there without having to tediously go into rgb values and changing it by hand. I've tried the following: (the value in lable_1 being U3650) ch("../../Colorbank/chs("../colorControl/label_1")r") ch("../../Colorbank/'chs("../colorControl/label_1")'r") However this doesn't seem to work. Could anyone help with getting this reference to work? This would allow me to animate the color per frame which allows for greater control in rendering varients of still images. I've attached a simple hip version of the problem. RR-Help.hip
  13. Generating a grid of points based on text.

    Also @konstantin magnus Would there be a way in python of reading the created array and say for example above the "1" there is an "11" then delete the "1"? The same for "2" and "12" ect. And then if the "11" is under another "11" than it too shall be deleted? I'm thinking two passes, the first one deleting all "1"s under "11"s and then the second pass deleting all "11"s under "11"s if that makes sense. So a grid of: 1;1;11;2 1;11;11;12 1;1;1;2 Would result in a grid of: ("x" being deleted resulting in an empty spot. So this wouldn't cause the whole grid to move up. ) 1;1;11;2 1;11;x;12 1;x;x;x;
  14. So I'm working on creating a grid with specific attributes or perhaps groups. So say "1" generates a Cube "2" generates a Sphere and "3" generates a Torus, going up to 9. So my idea is that I can type out a grid like so: 1;1;1;3;3;3;2;2;2 2;2;2;3;3;3;1;1;1 3;2;1;3;2;1;3;2;1 1;2;3;1;2;3;1;2;3 3;2;1;2;3;2;1;2;3 This would then divide the 5x9 grid into groups based on the numbers. Is there an elegant way of achieving this in VEX/Python? This could also work as a point cloud but it would need to have constant spacing between the numbers and control over the size in units of the grid. As a follow up this would be great if I could use this as a weaving pattern with splines. So in this case "1" would mean: on top, "2" would mean under: and "3" would mean: extra high. Though this should work if we get the rest to work as is. Any help with this would be appreciated.
  15. Generating a grid of points based on text.

    @Konstantin That's perfect! Thanks for the help! @Andrea Great! I didn't put it to run over detail. It doesn't seem to take very well to a pattern though for some reason <-This being your version Andrea <-And this being the same pattern plugged into Konstantin's python. I'll be trying to figure out why it's not working but for now the python code seems to work better and faster.
  16. Generating a grid of points based on text.

    @Andrea, I like where you're going with this but I'm having trouble applying a hand input array for the "set_Geo_by_array2" node. Seeing as that method has you creating the array based on randomly input values. Wouldn't you then still need to use "i@val = i[]@myarray[@ptnum];" seeing as you need to set the array values?
  17. Generating a grid of points based on text.

    Thanks Konstantin, I'm new to python so I'm not entirely sure how I would go about implementing this. I'm assuming you'd add a multi-line string as a parameter on the python node, but I'm not sure how to get the geometry attached?
  18. Generating a grid of points based on text.

    That would be 500 rows and 500 columns and then applying a patern of 500x500 numbers. with the size of the grid being 15 x 15
  19. Generating a grid of points based on text.

    Great! That's basically exactly what I need though that method seems to destroy my memory (128gb) when I try to apply the array to a large weave pattern which is to be expected. It seems to do fine around 200x200 but double that causes my memory to run out. So I'm thinking I could split it up and merge after which would alleviate that issue. Though if there's a better way of going about it that would be great.
  20. Generating a grid of points based on text.

    I would also like to add that adding them all manually would be impossible due to the various weave patterns being grids of around 200x200 points. So having a way of copy pasting the pattern and having it make the group would be ideal.
  21. I've generated a bunch of wires which I then applied a wiresim to. Now after this I want to change the colors of the primitives through a texture map. I'd like to do this after the simulation so I can change the texture without having to run the simulation again. Usually when applying hair material to hair you can add a texture map to the root color. This will then allow you to color in the hair based on anything. This doesnt seem to work with my generated wires though. changing the root and tip color does result in a gradient over the strand like image 1. But applying a map projects the entire image per strand. Is there any way to adjust the colors to what I want? Edit for slightly more informaion: So it would be nice to have the strands inherit the color of a texture somehow.
  22. changing color based on a map after a wiresim?

    Thank you! I will try it tomorrow, just heading home from work now. I'll let you know if it works!
  23. changing color based on a map after a wiresim?

    Yes this definitely works however I can only seem to do this during the creation of the wires. Sadly this means I need to stat the simulation over again because Houdini sees the change in color as a adjustment making the previous simulation moot. (Unless there's a way of avoiding that whilst maintaining the color change) This also wouldnt work with rendered out simulations ofcourse due to point color being part of the mesh.
  24. changing color based on a map after a wiresim?

    Is there no way to go about this?
  25. Transfering colors in attribute wrangler

    Yes, great, thank you! I must've been staring at it too long haha. Thanks!