
Dweeble
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Dweeble last won the day on January 23
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Name
Jerry van Doorn
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Netherlands
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Curve bundles. If anyone has pro-tips on how to realize Imageworks' version I would really love to hear it! I wanted to try building bundles of non-intersecting curves like the Mimics from Edge of Tomorrow. Kind of hacky since I couldn't replicate their approach, and now I've written myself into a corner. I wanted to integrate KineFX but I'm not up to it yet, so the whole bundle is driven by a curve deform. Couldn't find anything similar so dropping it here. Sony Imageworks presentation on how they built the mimics: https://www.youtube.com/watch?v=iiKeTPL6HPk https://gfycat.com/earnestmasculinedogfish coilingtendrils5.hiplc
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Involute gears. There are probably easier ways to get gear models but hey. Spur and helix only because if I have to look at more math I only barely grasp I'll cry. I'll maybe come back for bevel/hypoid/planetary/worm some other time. I'm a hobbyist and this marks the first time I've shared anything with anyone so... my horn, toot, etc. Not blackboxed or anything if you want to have a gander. Peace. buildgear.hdalc
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Procedurally delete geometry created by particle fluid surface
Dweeble replied to foxtrotzulu's topic in General Houdini Questions
Compare the bounds of the top and bottom layer and blast whichever is lower. If you haven't isolated the two surface layers, judging by the image you can do so by measuring their areas compared to splashes and the like. -
You can multiply your noise by a volume mask like so. Mind that if your noise goes *through* the geometry your mask would sit on the surface, so transfer your mask to points that fill the geometry (like with Points from Volume SOP). maskvol.hiplc
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Great resources! I've been reading Composition by Arthur Dow (it's free on Project Gutenberg) and the exercises are extremely accessible. It's mostly straight lines, brackets, repeating patterns etc. Totally manageable even if you can't draw. Pen and paper lets you iterate through design attempts like mad.
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Oh You can use copy to points?
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You can use A as input for B test_.hiplc
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How to dynamically toggle 'invert sign' of static object in DOPs?
Dweeble replied to anbt's topic in Effects
@collision *= -1; I'm guessing at least part of your problem is that this is happening every frame? I imagine you want to flip it once, not invert itself on every cook. -
for( int i = 0; i<detail(0, 'arrlen', 0); i++ ) { float arr[]; for( int j =0; j<npoints(0); j++ ) { float arr_val[] = point(0, 'distances', j); if (len(arr_val)>i) append(arr, arr_val[i]); } append(f[]@mins, min(arr)); } Like this? In a detail wrangle you'd get a detail array attribute where each element is the smallest value at that index of 'distances'. You can get the length of longest array with attrib promote beforehand. Edit: code quote thing was weird
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I found converting the unshared edges to curves with labs edge group to curve and using a polyloft to be a super stable option.
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Hey I think Bullet uses its own impact data (the toggle is on the RBD Packed Object under 'Bullet Data'). You can get rid of the Impact Analysis and use a "DOP Import Records" SOP with the 'Data' and 'Records' path both set to 'Impacts' to grab the impact data. Like So: The impact data (the impact points) are only pulled in on the frame of the collision and deleted right after (they are not persistent) so I used a SOP Solver to grab and hold it. Disclaimer: I'm not sure this is the proper workflow but at least it worked for me on your file.
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Rearranging Primitive for each blocks to original position
Dweeble replied to nimish's topic in Effects
Store point positions before the loop and restore them afterwards? Be aware that the loop will split the points so make sure to fuse them back. reaarange_test.hiplc -
You can use a POP Wrangle to force positions to zero. Alternatively in your setup POP Steer Wander can be set to be 2 dimensional, and in the POP Source your particles are receiving varying velocities on the attributes tab. Fixing both of those will keep your particles to Z so long as you don't introduce velocity anywhere else.
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Vertex color node equivalent in Houdini? (coming from maya / blender)
Dweeble replied to Spencer_Fx's topic in General Houdini Questions
It might be overwritten by the shader? If I delete the Material Network generated when I import the FBX through the File menu, I see colors. If I import the FBX through the file node, it doesn't create that default material network at all and I can also see (seemingly appropriate) colors.