Jump to content

bentraje

Members
  • Content count

    26
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Everything posted by bentraje

  1. @Librarian Thanks for the file. I think the problem is on my end. I matched the settings for your nodes, except for the Redshift Obj Tab. (I don't even use it, I just installed the Demo and I only render in Mantra and not in Redshift). So I guess its a bug where RS interfers with it. Anyway, I managed to render it with Mantra by changing the Render>Hair Generation to Use SOP Geometry
  2. Hi, I tried the Hair Shelf Tool. 1) Create a Grid 2) Click the Add Fur Button 3) Render with Mantra It renders the grid properly but not the hair. Am I missing something? 2021-04-07_18-34-35.mp4
  3. Simple Way to Disconnect Edge?

    Hi, There is an existing thread about this topic back in 2017. It works but it is somewhat a roundabout way of doing it. I was wondering if there were node changes since then to simplify this workflow. For example, I can easily disconnect faces and points using only the Facet SOP with unique points enable. Unfortunately, Facet SOP only accepts points and face groups For references, here is what I mean by disconnecting edges (in C4D as illustration): disconnect.mp4
  4. @Librarian Thanks for the response. Where do I see this "uncheck attribute thickness "width" ? I think its not on your screenshot.
  5. Simple Way to Disconnect Edge?

    Hi @underscoreus Unfortunately, I couldn't get it with the polycut sop. What I ended up doing, still a bit "verbose" but it works. Basically, separate polygons per primitive (through blast node) then combine them with fuse node with the edge group.
  6. Hi, HDCycles has a github page but I think I have to individually compile it, and I'm not really well-verse with that. It would be nice if it was just an easy and copy. Has anyone use the cycles for houdini?
  7. Alembic particles to C4D

    Thank you for sharing! Really helpful.
  8. [SOLVED] Advect points on a SOP level

    Hi @markinglevfx @bunker I only have the indie and noncommercial version. So had to ask a colleague to open it for me. The file works as expected. It also works with vanilla volumes (i.e not VDB) although I seem to have more appealing result with VDB. Thanks have a great day ahead!
  9. Hi, Is there a way to advect points on a SOP level? I understand that there is a VDB Advect Points. I couldn't get it to work. Even if I do, I think its a bit round about way to "advect" points, at least based on the documentation (i.e. uses vdb from polygons, vdb analysis). Just wondering, if there is a simple node/process to do this like the "Pop Advect by Volume" in the DOPS level.
  10. [SOLVED] Properly taper the ends of PolyExpand?

    Thanks for the file @Librarian. That is some high level set-up right there. Lucky Dee from the tech-artist slack group also provided a file on just a simple sweep rather than the poly expand. taper_polyexpand_sweep.hipnc
  11. Hi, Is there a way to properly taper a PolyExpand node? I'm planning to have a pseudo procedural ornament and I need the ends to tapered. I'm using the local attribute "offsetscale" to have variable width/offset but when I set it to zero, it just offsets unexpectedly. You can check the illustration of the problem here spline.abc taper_polyexpand.hipnc taper_polyexpand_illustration.mp4
  12. [SOLVED] Convert Spline to a Beveled Geo?

    @Librarian Interesting set-up specially the use of edgedist. Thanks for the file
  13. Hi, Is there a way I can procedurally create a beveled geo (like the one below) from just a spline input?
  14. [SOLVED] Convert Spline to a Beveled Geo?

    Ah. It can be done through PolyExpand and PolyExtrude. Kindly ignore this thread. Thanks
  15. Hi @underscoreus Thanks for the file, interesting set-up specially the second one using attribute wrangle. Really self-explain things rather than the built-in pop forces. RE: has to have the same amount or more points than the points that go into the sim itself, For this one, I guess we can set-up a separate ID based on modulo. For example, 500 points in Object A and 1000 in Object B. It would be new_id = 1000 % 500 or something like that so the 1000 points will be mapped to 500 perfeectly. RE: Hope this can be of some use, good luck! It did. It works as expected. Thanks again. Have a great day ahead!
  16. Hi, 1) I have an animated box with scattered points 2) They are a source of pop source simulation (for only 1 frame) 3) Pop source generates the particles but only based on the initial position. It doesn't follow the animated scattered points. 4) I tried using POP VOP but all the points are placed at the world origin. You can see a video illustration of the problem below: P.S. My use case for this is to control the movement of particles. So basically, I would want to switch the influence from my animated scattered points to the simulated popnet particles then back and forth. Such as doing a morph of particles from one object to another. Regards, Ben inherit_position_particles.mp4
  17. Thanks @underscoreus. It now works as expected
  18. Hi, Is there a way to change temperature of flip object through pop wrangle? I can't seem to do it. See image for reference:
  19. Hi, I have two disconnected mesh. By default, Vellum recognizes pieces based on "connectivity". In this case, it will be two separate meshes. However, I want them to be simulated as one but not having them as merge/weld points. I tried the Define Pieces>From Attribute option but they are still simulated as two meshes. Is there a way around this? You can check the illustration video below: hou007_vellum_cloth_recognize_one_singular_mesh.mp4 Illustration file: hou007_vellum_cloth_recognize_one_singular_mesh.hipnc
  20. Vellum Cloth + Point Deform Problem

    Silly me. Should have connected the timeshift to the remesh node rather than the original node, as corrected by Mark Lindner. Thanks! Please ignore this thread.
  21. Vellum Cloth + Point Deform Problem

    Hi, As I understand, point deform functions like a wrap deformer. I simulated a remeshed geo for vellum cloth. I'm done with the sim and would like the original geo deformed with the sim geo. I tried using point deform but its not working as expected. You can see an illustration of the problem and the illustration file below: hou006_vellum_cloth_point_deform.mp4 hou006_vellum_cloth_point_deform.hipnc
  22. Hi, Is there a tool to capture hi-res screenshot in the node editor for future reference? Even if I use Ctrl+B (full screen), there are still nodes that are still barely readable. Just wondering if there is a solution for this There is an existing thread but its in Python. I'm not well verse with that Regards, Ben
  23. Thanks for the pointing out the distinction between hscript and vex. I initially though they are one and the same. The solution works as expected. Have a great day ahead!
  24. Hi, I'm following an old tutorial and it uses the old group node. The 'new' group node doesn't have filter expression so I used the 'Group Expression' node instead. However, it gives me an error. You can see an illustration of the problem here: https://www.dropbox.com/s/kcdkbrxmnjpdtxl/hou005_group_node.jpg?dl=0 Thank you for looking at my problem
  25. Hi, I'm trying to follow an old tutorial but I am having a problem where the author used the old VOPSOP and I'm using the attribute VOP. The main problem is in the display of colors. You can see an illustration of the problem here: https://www.dropbox.com/s/0u9irdhbbodxm3b/hou004_vopsop_attribvop_color.jpg?dl=0 You can also check the illustration file here: https://www.dropbox.com/s/hsiyitkn4kn2vvi/hou004_vopsop_attribvop_color.hipnc?dl=0 Is there a way around this? Thank you for looking at my problem.
×