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krets

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About krets

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  1. SyntaxError: invalid syntax

  2. Supernova

    The issue of scale has been mentioned, but I believe this might be corrected by using a different lens. I am guessing that you are working with a default camera and then that your items are not much bigger than your camera. Consider the scale difference. Try decreasing your focal length. This should help make the items feel bigger, but really what you need to be doing is shrinking the camera to be in scale with your star sized objects. this is a focal length comparison: default 50 vs 15: cheers, the project sounds fun for sure.
  3. Quadro Fx3450/7800gtx

    That is what I mean. Also interacting with the 3d scene you will see some improvement in the overlay items. The quadro's have hardware antialiased lines ( not the same as fullscreen anti-aliasing ) and logical operators that will allow overlay items on 3d objects. Both of these items will cause a performance hit on a standard geforce card, though is is slight. These items won't display quickly. 50-100ms here and there can add up making your system feel like it is not performing well. Having lots of polys on the screen, there was little difference. Spries though, I never tried to max out. Though I can not see why they would perform any differently. Both of these cards are good performers, so it is a tough choice. You will definately feel your money with the quadro. If you can afford the small performance hit, the money saved when buying a geforce is well worth it.
  4. Quadro Fx3450/7800gtx

    I've worked with both the 7800 and the Quadro FX 3450. Houdini does fare better with the pro card, but only when it comes to UI elements. Also not using a quadro in a linux environment has proved troublesome in the past. nVidia might have done better with the latest driver revisions. The pure triangle power and the full hardware shader language capabilities are quite favourable on the 7800, which is quite cheap in comparison.
  5. Maya Curve Flow

    Do you mean a continuous stream flowing on a curve or a bunch of particles to flock on a curve? There is a fine example within the flock op help panel.
  6. wall break

    It seems a few people are looking for help with such a thing here. I am not very good with particles and i have just started a similar wall break setup. I am using a setup similar to the icebreak tutorial, but at this point I need to get my extruded primitives to start interacting with eachother better and interact with a collision surface better. I think i am due for a trip to the book store on this one. Any pointers/road signs would be appreciated.
  7. silly challenge

    jello; darn I wish I understood a little more.
  8. silly challenge

    I don't know about simple, but the cubes do not slip. if( ch("./rz")<0 ,ch("./sx")-sin( 90*(ch("./rz")/90-int(ch("./rz")/90)) +45)*(sqrt(2*(.5*ch("./sx"))^2)) , -1*(ch("./sx")-sin(90*(ch("./rz")/90-int(ch("./rz")/90))+135)*(sqrt(2*(.5*ch("./sx"))^2)))+ch("./sx")) + int(ch("./rz")/90)*-ch("./sx")
  9. I have just started playing with L-Systems. They seem very logical and I have been able to get some pretty interesting results. I understand how to use the Turtle operators to pitch right and left, up and down, all those things are great, but I want more control. I want to have my branch start at a 45 degree angle to the previous branch or some definite angle. It seems the typical pitch /\+-^& all move appoximately 30 degrees, but not exactly 30 degrees. How can I control this pitch angle?
  10. tred animation?

    Woops that image was almost bigger than the hip file. The hip file would be better to look at anyhow, so here. Feel free to pick the whole thing apart. linked file
  11. tred animation?

    With Michael's way of constructing the shape, I feel more confident that I can now move on to having an accurate size for my gears. I have also taken it to the next step with the curve construction and added the derailer gears. I also used my long equation to keep my chain links pointing at eachother. All this work I have put in should set me up well to do a very accurate bicycle gearing system. I am now ready to let this post rest. In a couple of weeks I will probably post my final render and perhaps offer a link to a video. for now here is how my basic chain has worked out. chain_v1.17.hipnc0166.tif
  12. tred animation?

    The shape of the chain and the animation are so much better than what I have done. I like Mike's method there. But the one problem I have with the overall chain model is that the chain links will be doformed as the rotate around. Luckily all that work and that extra long equation I have written is exactly what I need to keep my chain links from deforming. The picture shows my current setup with a better model to show why I can not have my chain links deform. I still have not figured out how to keep an up vector on point normal operation. If I can do this I will be able to automate my chain link placement. I think that I may try Mike's way of forming the chain shape, but I want to now try it with 4 partial circles to make up all of the gears that the chain would have to roll over in a typical derailer/ gearing setup. Thank you Michael! I am very excited about this project now.
  13. tred animation?

    I decided to diverge from my idea of having the copy sop do all the work. I am going to look into the up vector, though I don't know exactly what you mean. I have however gotten the effect I needed to get with this study through the following method: I have kept my lattice deformed, rotating circle that is resampled and used as the control for my copy sop. I have used a tube as the geometry for the copy sop, these will be my pins on my chain. They will not require much rotation. Today Alex showed me how to use the point() function. I set up a separate tube and a transform. The transform would use point to decide where to translate my object acrose the XY plane. Then using an inverse tangent function in the RZ and referencing the point I have translated to and then next point I set up. I used opdigits (again thank you alex) to decide the point numbers my xform would reference then I copied my transform sop (33 times.) I don't believe my code to be the most efficient but it is effective. here how my rz appears for the first tube_xform0 sop: if (point("../../res1", opdigits("."), "P",0)>=point("../../res1", opdigits(".")+1, "P",0), atan((point("../../res1", opdigits(".")+1, "P",1)-point("../../res1", opdigits("."), "P",1))/(point("../../res1", opdigits(".")+1, "P",0)-point("../../res1", opdigits("."), "P",0)))+180, atan((point("../../res1", opdigits(".")+1, "P",1)-point("../../res1", opdigits("."), "P",1))/(point("../../res1", opdigits(".")+1, "P",0)-point("../../res1", opdigits("."), "P",0)+.00000001))) I add .00000001 to avoid doing atan(0) which produces unwanted results. If you have any coding hints mention it. I did a test animation last night because I was not sure if it was animating smoothly. My computer simply could not handle a true real time animation, even when dropping frames. Unless the up vector thing pans out for me, I think I will start to model my componentes based on this setup. Thank you for all the help.
  14. tred animation?

    Thank you for the information. This has been helpful. I sill have some trouble contolling my objects as they move around the curve. They will spin, aimed correctly at the next point but spinning like a bead around a wire .
  15. tred animation?

    Thank you for replying. I have not tried the follow curve thing, that would be ideal. Truthfully I have just looked for it and I don't know where it would even be. I have gotten my setup working better but now my issue is the direction of the normals. I need the point normals to follow curve that I have as well. I need to find a way to get one point aiming its normal at the next point Right now my copies will be aligned with the normal and will not rotate as the go around the curve. eh, a picture can always explain more. I hope I do not get in trouble for posting too many pictures. I have learned to use GIF, they are much smaller with a limited pallete and still look good.
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