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blackchicken

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blackchicken last won the day on March 5

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About blackchicken

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    jan
  1. Python export selected nodes, netbox

    thanks a lot @bunker but we have scenes with tons of assets and we would like to find quickest solution, for loading, rebuilding different scenes. Exporting more simple scenes at once from one main scene. For now hou.hipFile.merge() with node_pattern* works somehow.
  2. Python export selected nodes, netbox

    Hello guys, is there some clean way, how to export selected nodes, netboxes to clean hip scene file? We cant find any simple solution. Now we exporting json with list of objects, merge scene to new clean scene and delete all except list. Crazy, but it works. Thanks a lot for ideas.
  3. Bullet deforming static geometry substeps

    Ok we found it. If you use timeblend , interpolate quaternions and transform must be on for packet object.
  4. Bullet deforming static geometry substeps

    Hello guys. I found strange behavior in bullet. I have medieval wooden cart, full of heavy stones, moving fast from the hill. By default, bullet have 10 substeps, should be good enought. Cart is rigged, and it is deformed, twisted so I need him as deforming static object. If I check cart with timeblend, frame increment 0.1 in SOPs, I can see slight movement of geo, dive to DOPs, bullet stones fall, but my cart, deformed static geo is jumping on full frames. No movement inbetween frames. That causes ofcourse incorect collisions and all kind of bad things. I tested in H18, H18.5 same results. So I never had collision geometry substeps??? Is there some easy fix, how to force bullet recompute deforming static object every given substep? Thanks a lot.
  5. Substeps cache problem

    Hello, I need to save caches and use it as Slow Motion 10x . I use increment in rop - file cache, but it seems it does not work. Substeps 2, 4 are ok but 5 and 10 not, viz pict. Its some bug? I can use $N, its asset sim on zero pos and use timeshift for now but I would prefer proper substeps saves. Thanks a lot.
  6. Krakatoa in vex

    Hello, I`m working on Ink style effect. I would like to add point in between two (or more) nearest existing points, interpolate velocity and push new point slightly in vel direction, to have little bit more circular interpolation. That works well, better than point jitter or different cheap techniques. I would like to still fell motion from original sim. But I stuck on duplicated positions of some points, which is logical, other points can have similar near point. So I would like to add some counter, so if there were pair in past, don`t create new point. We are talking about millions of new points, so I need it as cheap and straight forward as possible. Basic idea, with some new points duplicated: float maxDistance = chf("maxDistance"); float minDistance = chf("minDistance"); int maxPoints = chi("maxPoints"); int nearPnts[] = nearpoints(0,@P,maxDistance, maxPoints); foreach (int pnts; nearPnts){ float distance = distance(point(0,"P",pnts), @P); if (distance > minDistance){ vector nearPos = point(0,"P", pnts); vector nearVel = point(0,"v", pnts); vector centerPos = lerp(nearPos, @P, 0.5); vector centerVel = lerp(nearVel, @v, 0.5); centerPos += centerVel * chf("pos_offset"); int newPoint = addpoint(0,centerPos); setpointattrib(0,"v",newPoint,centerVel); setpointattrib(0,"id",newPoint,@id*1000); setpointattrib(0,"newBorn",newPoint,1); } } I`m trying to add some counter ("tested") but seems like I cant read this attribute and my head is twisted I can see in spreadsheed, that "tested" has some range, so I need to connect with it. Any idea? Thanks a lot float minDistance = chf("minDistance"); int maxPoints = chi("maxPoints"); i@tested = 0; int nearPnts[] = nearpoints(0,@P,maxDistance, maxPoints); foreach (int pnts; nearPnts){ float distance = distance(point(0,"P",pnts), @P); setpointattrib(0,"tested",pnts,1,"add"); if (distance > minDistance && point(geoself(), "tested", pnts) == 1){ vector nearPos = point(0,"P", pnts); vector nearVel = point(0,"v", pnts); vector centerPos = lerp(nearPos, @P, 0.5); vector centerVel = lerp(nearVel, @v, 0.5); centerPos += centerVel * chf("pos_offset"); int newPoint = addpoint(0,centerPos); setpointattrib(0,"v",newPoint,centerVel); setpointattrib(0,"id",newPoint,@id*1000); setpointattrib(0,"newBorn",newPoint,1); } }
  7. Curve selection with near point

    Thanks a lot Tomas, that`s exactly what I`m looking for. I was lost in different loops but I knew there`s some really simple solution, like that one.
  8. Hello I`m searching for most effective way how to select (pair together) only one nearest curve of specific scattered point. I have T-pose baked curves (Fur curves, million of points) and I need to simulate them. I`m separating longest lines, where sim will be visible, then I`m scattering points on given surface (skin) with scatter relax, so I have nice, even distribution of points. Now, I cant find nice way, how to separate only one curve with nearest distance to specific scattered point. In the end Ill have same number of curves as my scattered points. Little scene attached. Also second step will be most efficient way how to transfer simulated guides back to baked Hi-res furs. Point deform is quick way but I`m looking for something super efficient. Don`t need extra details with transferring per guide, I`m looking for speed. Point cloud with radius with blending position is best bet? What do you think? Thanks a lot for ideas. curve_selection_v01.hipnc
  9. Camera menu, hide cameras

    That`s perfect, I knew it is possible. Your mine guardian angel for many years So when you`ll come back to Prague?
  10. Hello, I think I saw it somewhere, but cant remember, and cant find some info about it. I have a ton of cameras as gizmo for UV projection for Vray materials. I would like to hide them in camera menu and want to see only cam_render. Is there some way? Otherwise, it will be total mess if I have like 80 custom projections. Thanks for tips.
  11. Python setHSV

    Thanks a lot Symek, still soo much to learn
  12. Python setHSV

    Hello I`m stuck with setting correct color to nodes. I would like to set value with HSV. I want to do slight automatic gradient when I creating nodes in network box this one work in RGB: my_list = [nullA, nullB, nullC, nullD] loop = 0 nodePos = -1 for node in my_list: node.setColor(hou.Color(0.3, 0.5 * loop, 0.8)) node.setPosition(hou.Vector2(0, loop * nodePos)) loop += 1 but cant find the way how to set values with HSV, from doc should be something like this: my_list = [nullA, nullB, nullC, nullD] loop = 0 nodePos = -1 for node in my_list: node.setColor(hou.Color().setHSV(50, 0.5 * loop, 0.8)) node.setPosition(hou.Vector2(0, loop * nodePos)) loop += 1 Thanks for help, Jan
  13. WIP - ok++'s softbodies RnD + .hip files

    I just want to say thanks for sharing, there`s a ton of very useful information, simple, yet very powerful techniques. Exactly what ours supervisors wants from us every day
  14. Bullet penetration

    Hello I have scattered points, a lot of them and I copy some simple objects, which represents roughly my Hires Geo. Problem is, that whole system is procedural, so I never know if Ill be simulating 20k or 50k objects. Ofcourse more objects, more penetration on first frame. So I have an idea, to do a small sim, where on couple of frames play new bullet sim and all penetrating objects will move until theres no penetration (say time shift 10-20f). Then I`ll start my main sim without penetration (a lot of different constraints, some groups of active objects.....) But problem is, that bullet do nothing even there`s a lot of penetration. I cant find any parameter in bullet solver, rbd packet prim, which will help me. Ofcourse Ill be happy to hold main shape as close to original as possible. There is simple scene. Thanks a lot. bullet_penetration.hip
  15. Sails and ropes

    Thanks for answer. Main thing which makes me sad is that Drag does not work, i need nice subtle realistic motion of cloth. I have no problem with FEM cloth and speed I can handle this, but movement is problem now.
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