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Dweeble

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Dweeble last won the day on July 20

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About Dweeble

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    Peon

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  • Name
    Jerry van Doorn
  • Location
    Netherlands
  1. Jerry's things

    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
  2. Jerry's things

    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
  3. 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.
  4. Masking Volume Noise?

    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
  5. Resources for Art Fundamentals

    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.
  6. Shooting star

    Oh You can use copy to points?
  7. Shooting star

    You can use A as input for B test_.hiplc
  8. @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.
  9. Min values from unknown number of arrays

    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
  10. How would you cap this pipe?

    I found converting the unshared edges to curves with labs edge group to curve and using a polyloft to be a super stable option.
  11. You can blend between the two positions in a wrangle with lerp().
  12. Trigger Animation on Event

    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.
  13. 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
  14. Particle constrain Axis how to?

    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.
  15. 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.
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