Jump to content

eikonoklastes

Members
  • Content count

    18
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

2 Neutral

About eikonoklastes

  • Rank
    Peon

Personal Information

  • Name
    eikonoklastes
  1. Mouse causing hand wrist pain

    It's far less about the input device you use, and significantly more about your desk ergonomics. Your elbow and wrist should always be supported fully, and always on the same plane. If your elbow is lower or higher than your wrist, you're going to have pain. Also, adjust your seat height so that your wrist doesn't have to angle up or down to use the mouse and keyboard. If you have a mechanical keyboard, make sure you use a wrist rest to raise your wrists, or else you'll be angling your wrists upwards to reach the keys. I always use a deep desk, so I can rest my entire forearm on it rather than rely on the arm rest of the chair for my elbow. I used to have wrist pain ages ago (more than 10 years at least), and once I started religiously followed an ergonomic setup, there has not even been a hint of fatigue, let alone any pain.
  2. Perfectly sharp ridge

    Hello, I'm trying to figure out how these guys were able to create this perfectly sharp ridge that animates along a grid: https://www.field.io/project/ibm-think19-adaptation/ I've thought about using NURBS curves. While that would give me a ridge, it would still leave an opening at the ends. I tried using a curve on a grid and defined a falloff based on those points. It gives me the correct ridge shape, but the top is super jagged. Any thoughts?
  3. Limit Point selection by Group Create ?

    It would really help if you posted your file. At least export the geometry in question and post that. It could be something as simple as include by edge angle, but difficult to say without a scene file.
  4. Limit Point selection by Group Create ?

    How are you creating that hole? Can you post your file?
  5. Limit Point selection by Group Create ?

    Create a sphere and PolyExtrude it a little, so it creates a shell. Use this as the Bounding Object for the Group and you should be sorted. bounding_ring.hiplc
  6. Permission issue

    Thanks for pointing me in the right direction. The issue arises after installing the Game Development Toolset. The old path was HOUDINI_PATH = $HOUDINI_PATH;$APPDATA\SideFX\GameDevToolset\17.5\1.163;& I modified it to be: HOUDINI_PATH = $APPDATA\SideFX\GameDevToolset\17.5\1.173;$HOUDINI_PATH; Everything works as expected now.
  7. Permission issue

    I've been having the same issue. Still haven't found a solution. Have you had any luck?
  8. Set Point #0 manually

    Hello, yes, I ended up using a similar technique where I would procedurally get the end points. Thank you for your help.
  9. Set Point #0 manually

    Hi, in the attached image, I want to move point 0 to the corner. I know I can achieve this with a Sort > Shift, but the number of points changes, and the position of point 0 ends up being random, so I don't always know how much to shift by. I'm basically trying to connect the dots with a line, but don't want a line at the bottom. Any way I can do this fully procedurally, without having to always manually update the Shift amount every time the number of points changes?
  10. Interactive constraint on surface

    Hi Albert, thanks for the quick response. I'm sure your method works, but I am brand new to Houdini, so pretty much everything you said went flying over my head. However, I did find a much simpler solution, using the Sticky object. I just need to project UVs onto the object, and everything works fine, especially with Wrap U and Wrap V turned on. I've attached a clip. Cheers, and thanks again. Houdini_Sticky_Object.mp4
  11. Hi, please see the attached Cinema 4D video of what I am trying to replicate in Houdini. I want to interactively position an object on a surface using handles. I made some progress with the Creep SOP, but it has several limitations: it deforms the source object, which I don't want it doesn't have viewport handles, so I have to edit the node parameters, which is undesirable (I have a lot of objects to manually position, so I want to make it as easy as possible) it doesn't work with polygonal objects I don't mind using VEX or an Attribute VOP to achieve this. Thanks. Slide_on_Surface.mp4
  12. Hi, I was looking at the docs, specifically this page: http://www.sidefx.com/docs/houdini/nodes/dop/rbdpointobject.html In the Vimeo video, at the 55 second mark, the user clicks on RBD Point Object on the shelf. This seems to have been removed in newer versions, and the icon seems to have been reused for RBD Instanced Objects. Seems like an RFE to update the docs might be in order, but ignoring that for now, when the button was clicked, it brought up a dialog that asked for a Packed or Point Object (see attached image), and would update the AutoDOP network accordingly. Is there any shelf equivalent to doing this now, or do we have to manually build the network for an RBD Point Object?
  13. Hello, I'm struggling quite badly to get instanced particles from an emitter to collide with each other. Pretty much most particle instance collision guides out there seem to deal with a predetermined number of particles (for e.g. a bunch of objects copied to a grid's points), and not from an endless stream of an emitter. I'm trying to replicate an animation I did in Cinema 4D (attached here). It's basically a particle emitter, shooting an endless number of particles upwards, and then falling back down and the instances colliding with each other and the table and ground, and then dying out based on the defined particle life - very simple stuff. I've been using this video as a reference: https://vimeo.com/179639085 However, there are a few issues with that: 1. He's using a single object type, I want to vary the instances. I can do this by varying instancepath (if I use an Instance node), or using a random Switch input with a For Loop, if I'm using a Copy to Points. 2. In the location_particles node, he's using a Copy to Points. Is this preferable to using an Instance node? 3. The method he's using doesn't respect particle life. How do I kill off the RBDs after a certain amount of time? 4. Houdini doesn't seem to like the SOP Solver method at all. It frequently crashes when I use the Instance node, and seems to randomly fail (or crash) when I use the Copy to Points node. I've attached my scene here with whatever progress I've made. Any help would be very gratefully accepted. Thanks! Mini rant here, everyone can ignore this: The setup for something this straightforward seems remarkably clunky and tedious in Houdini. Is there really no "Emit Particles as RBDs" (or similar) parameter that can just be turned on? It took me all of 10 minutes to set up in C4D, and here I am, days later in Houdini, horribly struggling for something that should be trivial. Admittedly, I am a rank novice in Houdini, but this just seems unnecessarily obtuse. Rant over. apples_1_1.mp4 Emitter Particles Instance Collision.hiplc
  14. Use noise to move particles back and forth in one axis

    Thank you both. Matt, that was what I originally wanted, but I do want to later simulate them. I'm still taking baby steps into Houdini's way of doing things, so I'll probably be back with related questions. Thanks again.
  15. Use noise to move particles back and forth in one axis

    OK, I've made some progress. I used a POP VOP to drive force instead of position or velocity, and it worked (thanks to Jeff Wagner's comment here). I also used a POP Soft Limit to recover any stray particles shooting off. Scene file attached here. If I'm doing anything grotesquely wrong (or even mildly wrong), please do chime in and let me know how I could improve it. Particles One-Axis Test.hipnc
×