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tmdag last won the day on October 29 2013

tmdag had the most liked content!

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About tmdag

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    Albert Szostkiewicz
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    Vancouver, Canada

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  1. you want to make a crying girl ? or confused parents?
  2. Never used redshift and it is shooting in the dark without an example but You might need to use 'full instancing' instead of 'fast instancing' in order to pass attributes.
  3. If you have your values in an array already, you can identify lowest with min() and then simply check if(value==minvalue)
  4. Cache heightfield erosion?

    can't see why saving your volume to disk would not work
  5. Flowmap direction

    would be easier if you could post your hip file.
  6. Iteration box doesn't grow ?

  7. For loop expression

    just create 'null' object inside the loop (just after 'repeat_begin1') and reference it instead of referencing 'attribcreate1'. you 'attribcreate1' has same value on each iteration because it is not within a loop.
  8. in situation described above, you could use 2 edge group nodes. First one: selecting all edges Second one: (with same name) selecting "unshared edges" and set its merge to "substract from existing" - this way you will get automatically selected shared edges. which later on you could pass to dissolve. if you are able to select your half edges in vex already, you probably have their points so you could use function like: setedgegroup(geoself(), "myedges", srcPT, dstPT, 1); to create edge group based on your points.
  9. Issue with pivot

    hard to guess just by pictures but inside "Engine" (sop level) you have obj space and "outside" (obj level) you are in world space. You could move your obj (sop level) to 0,0,0 as a one solution.
  10. Iteration box doesn't grow ?

    nothing is happening as you are trying to "scale" each point of your curve, not the box. Even if we fix your scene, logic is wrong. By "scaling" point - you are just changing it's position relatively to the centroid. That's all. Therefore it is very hard to understand what were you trying to do. If you are trying to grow cube, what is that curve for ?
  11. Procedural Modeling Advice

    Like I've said - I cannot speak for game industry but in vfx, for eg. modeling a chair is just modeling a chair.The fact that you can model it in 20x different ways within 5min might not matter if studio does not have Houdini licenses for modeling department. Also in many cases, companies after years of work have big, vast libraries of assets. If something needs to be custom done, it's usually because it needs to be unique and special and in such cases procedural modeling is not always an answer - if it is, it is going to FX/Env dept. Also, modeling is being pushed to India in some big VFX studios to cut the costs. I'm not trying to discourage you from anything, but i think it's important for you to understand the reality of today industry (vfx).
  12. Procedural Modeling Advice

    Modeling is unfortunately most over-saturated market. You would be much easier hired as FX TD / Environment Artist / Rigging Artist than modeler/texture artist (and same goes with $$$$). I can't speak for Game industry as I do not have much experience in that field but I can say few things reg VFX. 1. No. Modeling is 99% maya + sometimes zbrush/mudbox etc. Modeling is dealing with assets like vehicles/buildings/characters. There is only 1% need of "procedural modeling" 2. As far as I've heard, yeah substance painter is used around 3. Each studio could use something different. If you want just to model, then it does no matter - you will use whatever studio supports - vray/arnold/maya/clarisse/renderman/mantra/3dlight It would be also good if you would specify what do you mean by "procedural modeling". In DNEG studios for eg they do use Houdini for Environments where procedural approach is need to scatter/create assets like trees or generate terrains etc. You should do whatever makes you happy ofc. but be aware that you might find it hard to find job as a modeler in general - it's just too many of them (like musicians). As need in VFX for "procedural models" is almost never existing, whenever such situation happens - usually it goes to FX TD to generate some procedural shape and then it goes back to modelling department to work on top of it. Hope it helps, Cheers!
  13. Rigid Bodies keep moving

    It could be so _many_ things! and unfortunately from the video there is no way we could debug anything. We even don't know what algorithm you have used for RBD simulation, what type of geometry, nothing. But I will take a long shot and say that this is a bullet bug in H17.0.4xx . Try another/newer build.
  14. you have provided "vel". All i've changed there is set it to "vel.x vel.y vel.z" - providing triplet of scalars as native velocity volume is stored in scalars
  15. Not a problem, pleasure to help. Yes, I've made that setup, feel free to use it. As of 'sagging offshoots' - yes you could play around with simulations. I've created just a line (which later is meshed) but that line could be used in a simple wire solver. You could also have full procedural approach - for eg. working in lines UV space. As U spans across an offshoot (from root to tip), you could displace points in -Y based on U, which could be done using a simple ramp.