Jump to content

eikonoklastes

Members
  • Content count

    53
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by eikonoklastes

  1. beginner questions re attributes/parameters

    You don't need to use VOPs for noise. There has been excellent noise support in SOPs for a while now. Here is a typical For Loop setup to vary noise on copies, and wrapped in a Compile Block, which provides excellent performance even for a very large number of copies (scene file attached). Random Rocks.hiplc
  2. Curve from two points and vectors

    Well, this was a fun exercise: https://imgur.com/a/dMGtUj5 Manual Bezier Curve.hiplc
  3. What happens if you try to use a Group node, set to Keep by Normals?
  4. Inflate mesh

    Here's my attempt with a Mask Along Geometry and Soft Transform:
  5. Auto stash a computationally expensive node

    Could also just freeze/lock the node (the snowflake icon in the node ring). The better way would be to write it to its own file, via a FileCache SOP. That way you don't bloat your scene file size.
  6. How do I use Point Attractors to Influence Geometry?

    If you can post a screenshot of what you're after, or a rough sketch, that'd be helpful.
  7. Dropping a Fuse after the Boolean Shatter will replicate that effect. Edit: Ignore that. Use a Clean SOP instead, after the Shatter, and set it to Consolidate Points and Fix Overlaps.
  8. About "3D Animation"

    Probably put an epilepsy warning on that link. More flashing lights than a discotheque in there.
  9. Hi. How do I swap low res RBDs with high res geo, if I am spawning new points every frame as my source points? None of the suggested methods work for me. DOP Import doesn't work, whether I use it as points or as geometry. I can't use the RBD SOP to specify proxy and high res geo, because that seems to be hardcoded to work only on geo from the first frame. I do get close with DOP Import set to points, but for some odd reason, the rotation only kicks in after an impact. Before that, all the high res geo point upwards as they fall, with no orientation. I am using this method to spawn my RBDs: https://www.youtube.com/watch?v=ra3V0vPq7qg Any help would be much appreciated. Ideally I'd like to see how it can be done with the RBD Bullet Solver SOP, rather than creating a separate DOPnet, although that's not unwelcome either. Thanks.
  10. Swap low res RBDs with high res geo when spawning new points as source

    So, I did get this to finally work. DOP Import with Transform Pieces did the trick. I've attached the scene here, and here's a quick overview of the setup, it's actually quite simple (once you know how): rbd test.hiplc
  11. Questions about a 10k Random Characters output setup

    If you don't want to get into TOPs just for this, you can just use a For Loop. It is possible to vary any incoming parameter from your source geometry with any level of control that you desire. For very large iterations, you might want to turn that into a Compile Block to boost performance (be warned though, here be dragons...) In the example I'm posting, I'm varying the bend angle, and the probability of adding a hat to the result, but you can go nuts with literally any parameter on the source geometry. I have used separate nodes for each variation because I personally like that clarity, but you can just easily have all of them in a single Wrangle. variations.hiplc
  12. Is your curve closed? Try using an Orientation Along Curve SOP before the Sweep. If that doesn't work, can you post your curve here?
  13. Paste node downstream

    Deselect the node before pasting, and it will paste as a disconnected node. Edit: the above info is wrong. I seem to have had a brainfart, I could have sworn that this is how it worked, but you're right - it stays wired to the original parent.
  14. You can do this with the Distance From Geometry Node, and then use a simple Group Expression that says group points whose distance from the target is within the specified number. Distance From Geometry.hiplc
  15. Export Objects Rotation Coordinates

    This is easily possible by packing the object, initialising a normal if necessary (not required if your object was already aligned to the world axes to begin with), and then using the Path attribute in the ROP FBX. Here's a preview of the exported tube: https://imgur.com/8xoYEYM Scene attached here. 210706_ROTATE_path_attr.hiplc
  16. Trying To Understand Sweep and Vertices

    Use PolyPath to combine primitives.
  17. Violation of strict nesting of blocks...

    @Alain2131Thank you kindly for your help. I should have clarified that this is a bit of a contrived setup as part of a learning exercise for compile blocks - I specifically want to learn how to reliably get them to work with complicated nested blocks. The generate_line_points wrangle was only created because I wanted to try plugging Block Begin into it, and the Line SOP doesn't have an input. That whole for each loop block is not required, and can be sorted with something simple like pscale, that will drive the line length as I need it. The Distance Along Geometry SOP just needs an internal named reference replaced with a spare input and it will compile. It's a minor oversight on SideFX's part; I've put in an RFE and they should fix it soon hopefully. Once again, thanks for your time, this forum is amazing.
  18. Hi, can someone help me figure out how to fix the compile block error? I have a nested For Each Loop, and I likely need a Block Begin somewhere set to Fetch Input, but I can't figure out where. Reeds_test.hiplc
  19. Slight modification to what Gorrod just posted. To keep things cleaner, set the Points per Point to 1, and define an attribute than returns between 10 & 20 randomly per point. The new Attribute Adjust Integer SOP is perfect for this.
  20. 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?
  21. I'm sorry, I'm still extremely confused. You mention a 6x6 inch grid, but I see a rectangle, not a square. Are you talking about each face being 6x6? Then you mention image 3 being an example of a 12x12 quad selection, but I see no 12x12 selection anywhere. It would really help if, rather than screenshots, you post a sketch of what you're after, or at least annotate over your screenshots, because I can't see what you're describing. Specifically, it would help if you could draw out exactly what "6x6" and "12x12" means.
  22. Animation curve node

    The animation data is stored on the node you're keyframing. Shift+click the channel to bring up the Animation Editor for that track.
  23. That documentation is for selecting gradient points in the Composite View, when working in a COP network. Is that what you're after, or are you referring to a ramp parameter in SOPs? If it's the latter, you can Ctrl+click to select non-contiguous points, or Shift+click to select a range in sequence. The visual indicator for the selection is pretty poor, but it does work.
  24. I'm sorry, but I got completely lost. Can you post a couple of screenshots, preferably with sketches/annotations of what you're trying to achieve?
×