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Everything posted by netherknight

  1. 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?
  2. distance from geometry help

    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.
  3. 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
  4. Gradient group transfer

    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
  5. Gradient group transfer

    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
  6. 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?
  7. Hello, new to this forum. I'm having issues loading in materials. (See the attached image) They load in the "Gallery Manager" but I cannot see them in the "Material Palette" Could anyone shed some light on the matter?
  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. Changing Cd saturation with attribute expression

    Yes! This is perfect thank you.
  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. 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!
  14. 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?
  15. 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.
  16. 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?
  17. Dynamic relative reference

    Omg fantastic, I've been scratching my head for ages haha. Thanks for the help Morn66!
  18. 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
  19. 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;
  20. 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.
  21. 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.
  22. 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?
  23. 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?
  24. 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
  25. 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.
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