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Everything posted by GlennimusPrime

  1. Multiple Vellum Copies Deforming High Res Geo [SOLVED]

    I did end up solving this problem, but forgot to come back with the solution. I ended up posting about it recently, along with the working file over on the SideFX forums here: https://www.sidefx.com/forum/topic/76845/
  2. I have a Vellum setup that is working great, until I change one small parameter... I'm using an initial RBD sim to hover 4 low res objects in a big group in the air. I then turn those objects into Vellum cloth, so I can drop them in a big bouncy pile on the ground. Lastly I deform the 4 low res objects with a Point Deform SOP onto the high res geometry. This works totally fine when I only scatter one of each object. The problem quickly appears when I scatter more than one of each object in the initial floating RBD pile. I sort of understand why this is happening, but I can't get my head around fixing this procedurally. I think the high res objects can't be moved into the position of the low res geo because (once scattering more than one of each object) there is no longer a name (or class?) to define each and every object independently. I am stumped in finding a way to fix this sensibly without me having to manually make multiple copies of each object with independent naming. Any ideas would be greatly appreciated! Scene file attached. Vellum_Low_To_High_Res_Deform.hip
  3. Create Attribute Facing A Direction [SOLVED]

    Perfect, thank you so much @bunker!
  4. Just trying some stuff out while I'm learning.. I've managed to have control over where a new attribute is being created, although it's currently using a bounding box set to Y position only. How would I go about changing this sort of thing from just a Y direction to having control over a vector angle? hip file attached Create_Attribute_Facing_Direction.hip
  5. Hello, when I right click a node and choose Actions / create reference copy I get what I want, but as soon as I copy those nodes into another subnetwork or another geo node further back in the object context those reference links no longer work. Everything is referencing the original node, which is no longer in the same geo network. Is there a way to create an absolute reference copy of a node I can move to another geo network and still have the paths reference back to the correct place? I feel like I may get a python answer to this question, however I am a coding novice. I don't yet know how to call a python script inside Houdini, or where to keep the scripts etc.
  6. This is a bit of a tricky one, so I'll start with what I'm trying to achieve.. I'd like to end up with a block or group of scattered objects that is tileable in a seamless pattern. I'm trying to make use of the UV layout's packing system, which does a great job of pushing all the objects right up to each other, with a really nice even gap in between each object. I'm using some VEX to reposition the UV'd objects into 3D space, however I'd like a more randomised layout, rather than all the large and small objects packed together next to each other. If I tile this square of objects, it's going to be very visible that this is a tiled object. I guess this is going against how the UV layout node is setup to work? Would anyone have any ideas on how to achieve a more randomised look? Hip file attached of where I'm up to. Pattern_v01.hip
  7. Randomise Light Hue Colour [SOLVED]

    Hi laurups, thanks so much for this! I had used a similar expression once before to lock an object to a specific point on another object. I forgot this can be used to access all the different point attributes too. Thank you for this, and the clear explanation!
  8. How can I randomise the hue of a light colour? So far I have tried using the Motion FX Noise, but the problem here is the RGB values go above 1, making the light too colour bright. I tried another example where I coloured a sphere red, then used a Point VOP with a Colour Correct node, then Motion FX to randomise the hue of the initial set red colour. This way works best, because it is truly randomising the red hue from it's initial set red colour and the rgb values do not go above 1. My problem here is I don't know how to get those @Cd colour values onto the light itself. Can I type vex expressions into the RGB values of a light to grab the @Cd from another object? HIP File attached of where I am at. Random_Hue_Shift_Light_Colour.hip
  9. Hello, I have a short looping Redshift proxy being scattered using the Copy To Points SOP (a simple bouncing ball just for a test). How would I go about randomly offsetting the animation time so the balls aren't all bouncing at exactly the same time? HIP file and RS Proxy sequence attached RS_Proxy_Randomise_Sequence_Offset.hip RS_Proxy_Sequence.rar
  10. Hello, is there a way to find out what is taking up the most amount of save disk space inside my HIP file? My file size has jumped up higher recently.. Possibly I have frozen an object somewhere in my scene, but I am unsure where that might be. Is there a way to see which objects are taking up the most space?
  11. Multiple Vellum Copies Deforming High Res Geo [SOLVED]

    Hi @nuki! Apologies for the late reply, I didn't receive a notification someone had replied here. I like your way of creating a unique class attribute for each of the low res copies. I mostly understand what you've done and the reason behind why this wasn't working initially, but I have a couple of questions: Your for each loop, is it's purpose to make copies of the high res objects and transfer the unique class attribute onto the high res copies? I'm not sure I'm understanding how its doing this, and what the blast is for inside that network. I am also unfamiliar with the compiled block network. I had a quick read of the help file.. Is this step not 100% necessary, but used to to multithread the for each process, making it faster to compile? Thanks for your help!
  12. Create Absolute Reference Copy Of A Node

    I found this post where @graham has built some tools which adds a right click menu that allows you to create an absolute reference copy of a node, but I am having troubling getting the script to work. https://www.sidefx.com/forum/topic/28841/?page=1#post-297277 I've followed the Houdini.env install instructions bu am met with a never ending stream of errors on the Houdini console when opening Houdini. I've also tried the packages install method without any luck (as I'm a scripting novice).
  13. Vellum Stopped Attribute Not Staying Active On Transfer [SOLVED]

    Apologies I never replied to this, but that did the trick thank you!
  14. https://i.imgur.com/FsowZvp.mp4 Take a look at the above example. I'm transferring the Vellum i@stopped attribute to some cloth that is covering an object. I'm using a flat grid that animates top down over the surface while transferring the attributes. My issue is the i@stopped attribute is turning off again as the pieces of cloth fall away, outside the range of the attribute transfer. Is there a way for me to transfer the attributes and have them stay on the Vellum cloth once they've been transferred, no matter where they float away to in the scene? File attached (apologies it's 9mb - The statue geo is frozen in the scene). Fabric_Tear_v01_temp.hipnc
  15. Create Absolute Reference Copy Of A Node

    Hi davpe, thanks for your reply. I understand the reason behind this not working and am familiar with how the relative reference copy / paste commands work, but doing this for every single attribute on a node seems tedious. As there is a way via the right click action menu to create a reference copy of a node, it would be great if there were a way to create an absolute reference copy of the node too.
  16. Thank you both animatrix and vicvvsh, I guess I was asking on a way to 'undo' the convert line operation. Taking notes now that there is more than just the fuse sop to combine primitive edges as one. Cheers!
  17. I have a strange problem after using a convert line sop to separate primitive edges (I know there are a couple of different ways to separate primitive edges, but in my example I must use convert line). I'm wanting to resample those primitive edges afterward, but even after fusing all points back together, the resample is somehow re-splitting the points. Example .hip attached - This is a very simple version of my original scene, so not overly complex at all - Just note I must use the convert line sop to split those edges apart beforehand. Resample_Problem.hip
  18. Hi Noobini, The edges are still treated as separated, so for example if I'd like to use 'Treat Polygons As: Subdivision Curves' the edges are still not fused together after using the fuse SOP. Is there something else the Convert Line SOP is doing that I'm not aware of?
  19. Combine Multiple Primitives As One Primitive [SOLVED]

    Yes, they come in as one shape. There has always been a little mel script that could do this for you, but I'm not sure if it was ever available in any of the menus. Possibly. I haven't done it in a few years.
  20. Say I have 50 primitive lines I want to export as an Alembic file. These 50 primitives are named with 5 different groups of @name attributes. When I export these lines to Maya as an Alembic, I get 50 objects. Is there a way I can combine all 50 lines into combined objects using the @name attribute as the object name? I've given a few things a go, like fuse, polypath, assemble... Some with more luck than others, but not working how I would expect (without joining the lines together at each end) Simple test scene attached. Combined_Curves.hip
  21. Combine Multiple Primitives As One Primitive [SOLVED]

    Actually that is working for me in this scene thanks vicvvsh. Unfortunately this was just a quick scene I put together as an example. I am not having such luck in my more complex shot. I will look more into this. It seems using vicvvsh's technique does the trick, even with multiple curves. Each @name comes in as one object into Maya.
  22. Vellum Edge Fracture Cluster [SOLVED]

    I should have mentioned I'm going for a tearing fabric look, falling off a statue: https://i.imgur.com/FsowZvp.mp4 Also, I have just realised I can use the Voronoi Fracture SOP with 'Create Interior Surfaces' turned off to create the and then RBD Cluster SOP afterward to combine the smaller sections together. I quite like the sharp triangles created by the Edge Fracture SOP though. I couldn't get the RBD Cluster SOP to work on that method. Clustering.hipnc
  23. How would one go about clustering pieces of cloth together after using the Edge Fracture SOP to cut the cloth geometry apart? Is there a method similar to how the RBD Cluster SOP works? After using the Edge Fracture, I get lots of individual triangular sections of cloth, which look ok but would be nicer if I could cluster a bunch of them together to create more irregular patterns of cloth. What would be a useful method to create this? Any ideas would be greatly appreciated. I'm currently at work, but will post any ideas I come up with later in the day.
  24. Vellum Edge Fracture Cluster [SOLVED]

    Hi Noobini, thanks for this! It gives me different sections which is nice, but I was hoping for a more rounded, or less stripped look if that makes sense? This has less uniform triangles, but I'm looking for less of the longer strips. My only thoughts on this so far is to use the Edge Fracture SOP to create lots of smaller triangulated pieces, then somehow use an overall voronoi pattern, then group and fuse all smaller triangle pieces that are located inside each voronoi fracture piece - I'm only 1 year into learnign Houdini so I'm not 100% sure how I'd go about this, but I will post back if I find a solution. If anyone else has any ideas, I would love to hear from you! Thanks, - Glenn
  25. Thin Sheet Fluid

    Hi @DonRomano Thanks for this! It's a very clever setup! I wanted to ask if the point wrangle on the source points is needed for the thin sheet solver to work inside of DOPs? Is that point wrangle setting some attributes that get referenced inside the DOP noetwork? int pts[] = pcfind(0, "P", @P, 1, 2); i[]@origpair = pts;