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sneaky

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About sneaky

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  • Name
    Gregoire Ormières
  • Location
    Paris
  1. L-system avoid self-intersection

    Oh ok ahah didn't search with the good key words thank a lot!
  2. L-system avoid self-intersection

    Hey @Librarian thank you for your answer I am a bite late by now ahah been quite busy! I wanted to create a plane surface, kind of a motherboard if u want! I have to say I don't really understand ur notice and how it could help me ? If you have time to explain your point I would be interested for sure. Few very interesting examples on this website but they all seem to intersect if I am not wrong! To explain my self a little further I searched an example for you. Even if I know the guys from Panoply (tremendous work by the way in here) didn't used L-system it is the kind of structure I would like to achieve.
  3. L-system avoid self-intersection

    Hum ok I see that is what I was thinking just wanted to be sure thank you! And is there a way to check the current orientation of the turtle ? Like say X:($(x,y,z)=(x,y,z))=F or even simpler X:($(x)=x)=F I know this is not good at all just wanna illustrate my words
  4. Hey guys, I am currently experimenting in 2D with L-system. I am wondering if there is a way to prevent branches to intersect / cross ? Like I would rather has my branch to stop than crossing another one / itself like in the picture
  5. Draw Rect Lines

    Hey thank you very much for your reply, This look really cool, however I have to say this is too advanced stuff for me. But I will surely try to dive deeper on it once in a while. Maybe I am just trying to do something too complicated for my current skills... Thank you again for sharing this which look tremendous!
  6. Hey, I am trying to reproduce this kind of structure that we can see on this website : http://acme-experience.com/ (under the menu in the bottom left corner). So far I manage to create polylines between points of a grid (pic. 2). But I think this is not the way to go for this effect. Because my polylines have always the same size and they don't seems to come from the center to the outer as much as in the example. I am not so far though but if u have any idea on how I could improve it let me know I am stuck since a day on it... You can find my project file linked if it is helpful. Thank you for reading, And as always take care drawRectLines.hip
  7. setPointGroup behavior

    @djiki First of all, thank you for ur very detailled answer that help me better understand those nodes. I am very curious to know where u found all that piece of information which is really usefull and I am sure others that will read you will also wonder. Your answer was very very clear and I will probably return to it if I have a pb with this node. If I did understand you words correctly, you also implied that as pointWrangle is multithreaded the index of the newPoint will always be in this iteration @numpt. If we create a second point in this same iteration it will be @numpt + 1. Detail, as I understand (tell me if I am correct) is not multithreaded, so it will run the iterations one after another. As a consequence to this the index of the new point will be eachtime incremented. So when we do this hacking thing that you were proposing for demonstration purpuses : setpointgroup(0, "basePoints", @numpt, 1); It is actually working because, as we are creating only one point it is equal to the indew stored in newpt. If I am creating a second point I should write (always as demonstration purpuses): setpointgroup(0, "basePoints", @numpt + 1, 1); To put my second point in that group. That is why everybody is using the newpt, is clearer and more convenient as it is I guess in the back secret garden taking care of this math for us. I am now wondering why are we using (appart for sensitive contexte which are certainly handy) the pointwrangle, is the multithreading thing making it faster ? Thanks again
  8. setPointGroup behavior

    Thank you for taking the time to explain me in detail all of that. Sounds pretty clear now
  9. setPointGroup behavior

    Oh I see, thank you for the explanation. Two more questions in regard to what you have said. Is it the same thing to use the new point number (the return value of the addpoint) as the @ptnum+@numpt ? Which in my opinion should be the same thing isn't it ? How, if the geometry is created after the code has run through, it is possible that setpointgroup is working ?
  10. setPointGroup behavior

    Hey, I have 2 scatter node with 30 points on each of them. I wired the two in a pointwrangle. I used this code and I am wondering why the setpointgroup is running only once and not as the doc suggest : "This node runs the snippet on the detail or every point/primitive/vertex (depending on the Class parameter) in the input geometry." This is probably something I missunderstood but I would be grateful if someone can explain me how it's really behave. Here is my code : @group_basePoints = 1; vector npos = point(1, "P", @ptnum); int newpt = addpoint(0, npos); setpointgroup(0, "basePoints", @ptnum+@numpt, 1);
  11. Hey everyone ! As an exercise I am trying to reproduce this C4D tutorial in Houdini, which seems pretty basic but I can't find the way to do it : I tried to use vellum cloth and a pop wind but I am not sure it's the right way to go. I had some pressure to avoid the sphere to collapse but again I am pretty sure this is not the way to go. 3 points interesting in the video : The folding of the cloth which are really realistic to me The fact that the sphere is not collapsing or moving The fact that we can not see the wind direction/noise pattern Here is the hip file even if it will not help :'D Wind-SphereCloth.hip
  12. Hello, I am pretty sure you will find a solution to my problem in seconds, but as I don't know and find much about this problem I find myself asking here. I have a very basic setup : Some sphere copy with a scatter as input. I took care of the fact that they are not intersecting at the beginning. I moved them thanks to VDBadvectPoints and a turbulence noise. So I need them to keep moving. Now what I try to acheive is prevent them from get into each other, but still moving, and keep as much as possible the initial movement (I don't want them to repulse each other or starting to create a messy simulation). Any idea ?
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