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Everything posted by tmdag

  1. 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
  2. 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.
  3. Hmm, looks like one of microsolvers (SOP Merge Field) is expecting vector volumes in a certain way - Houdini vector volume needs to be provided as a triplet of scalars alternatively - You could convert your volume to VDB, do 'VDB vector merge' and then use it in your setup customVel_of_VDB.hip
  4. glass material rendering

    Would be easier to debug with an example scene. but few questions: - keep changing how ? ( i only guess you meant that jittering at the end of animation?) - get value of 0 of what? what value ?
  5. If you 'middle click' on any node, there is a lot of info, also a center position which you can strip out in many different ways" - like an answer from sidefx forums: $CEX/$CEY/$CEZ - or expression centroid("../node/path", D_X), centroid("../node/path", D_Y), centroid("../node/path", D_Z) - or vex "getbbox_center()" function. https://www.sidefx.com/docs/houdini/vex/functions/getbbox_center.html - or retrieve prim intrinsic bounds, substract min from max and divide by two. ... and probably 5 more other ideas ;]
  6. Delete by Color Contrast

    Unfortunately your example does not work. Something might have broken when you stripped it out (color sop ends up empty) But I could give you some idea: To remove by "number of neighbors" - you can do that noise not on Cd but on P, then with PcOpen you can check 'pcNumFound", fit that number and contrast it if needed (power). Remove point by threshold.
  7. Orient noise pattern along vectors

    ah ! cool! love the it!
  8. Orient noise pattern along vectors

    You should normalize your crossed vectors as they are not unit size. Also, order of your operations matters. If you want to 'replicate' your tree on the left, then probably you would like to: vector pos_b = minpos(1, v@P); vector dir = rint(normalize(pos_b - v@P)); vector rect = normalize(cross(v@N, dir)); vector nml = normalize(cross(dir, rect)); matrix3 rot = set(dir, nml, rect); vector freq = {8,1, 40}; vector pos = (rot * v@P) * freq; float deform = noise(pos); v@P += v@N * deform * 0.05; Although that probably still would not solve your initial issue
  9. CentOS for Linux newcomer?

    Centos is used in most VFX studoios. It's very stable because it uses stable versions of libraries. That often means - "old" libraries. So things like Nuke/Houdini will run stable as expected. BUT as most of those libraries are "old" many new, small apps won't work that easily, some of them even impossible to get working. I've tried Centos myself for 2 years for workstation and laptop and got frustrated that i was not able to install some new apps (like new version 'darktable' for RAW camera photo editing) - I would have to recompile half of OS for that and would probably break it doing so after. SO I've switched to Fedora, which is another branch of Redhat, so same family. Fedora is totally opposite - It's get updated all the time! which is also not that great as you are loosing stability (comparing to Centos). But as that was my home computer and not a corporation that requires to be stable during delivery, I am fine with it and very happy that i did that switch.
  10. If you're not sure about the first part, here is an example (check before and after copy sop). Also take a look what objects i am rendering under mantra rop. Your geometry will become like small area lights. In case of polygons - each polygon is a small area light. As for material - same, Ce is fine (I've created new one). Not sure what tutorial you have seen and what render engine it was (raytracing?micropoly?pbr?) but I'm using PBR in for this particle_lights_geo.hipnc
  11. which Houdini version you are using? I remember 15 (?) did not support Cd on top of packed geo
  12. Geometry light needs a GEOMETRY (not just points). You could potentially instance (copy sop) spheres on top of your points. Also don't forget to add material to your geo light. But you do not have to do that in order to have light out of points, you could just crank up Ce values.
  13. pcloud en external data

    It took me quite a while to understand what is happening there looks like very overcomplicated code for a simple task. vector pos is returning 0 as in code: vector pos=point(1,"P",origin); You are asking for P (position) from input 1 (your sphere) of the point number "origin" which in your case is "115" in hip you sent. Your sphere has only 1 point (number 0). There is no point number "115" therefore it fails and returns {0,0,0}. ps. You don't need to export output to terminal to debug this (using printf), you can just export global variable and have live output of your work in "geometry spreadsheet" @test = pos; SideFX help file is very extensive and worth reading! Better than getting wrong ideas from youtube and potentially inexperienced people
  14. Houdini 18 Wishlist

    I guess they will appreciate any type of wishlist but it's not fair to request features without checking if it is already there I second that. If mantra in the FUTURE would support GPU, it would be neat Would be nice to understand what do you mean by that? like what kind of ? any examples? I think ALL of above should possible today. Some would require little bit of work (it may be not 'out of the box') - but if you are asking for 'scripting', you probably should be technical enough to give it a crack yourself
  15. Interactive constraint on surface

    oh, nice! i dond't know such a thing exists happy to learn something today as well!
  16. Rotate pyro container

    there is so much stuff happening in your hip file that it makes it very hard to even start debugging. But as a quick suggestion - maybe it will be easier for you to reverse the problem and rotate curve/rocket/velocities while having sim in 0,0,0 (and then put it back to world space).
  17. just an idea you could explore: cancer.hipnc
  18. Interactive constraint on surface

    What you need to do is: 1. check Normal of you object in point of interest 2. build rotation matrix and apply rotation onto your object 3. move your object to point of interest There are many ways to do it: To check Normal of your object in point of interest you can simply create create point on that object, or RAY a point or attribute transfer carve etc To build rotation matrix and apply rotation you can use dehidral(set(0,0,1), v@N); v@P *= yourmatrix;or just use copy sop which will do it for you
  19. Expression

    it should be pointing to the parameter of the node from which you execute this expression.
  20. Assign volume shader at SOP level

    Your shader is getting assigned alright (which you can test by using different shader) but i guess it has something to do with "uniform volume" render property which I guess should not be assigned per primitive but as a whole object in order to determine surface of a volume. I guess when you pack an object beforehand - you are assigning material to the WHOLE, pack object, not just individual primitives - therefore it may work. Alternatively, you could add your "uniform volume / volume quality / volume density" render properties separately on the geometry level. material builder_test2.hip
  21. Which FX Houses have Houdini FX TDs?

    Many studios have their own software but it does not mean that they are limited to it. They also used 3dsmax for fx in few occasions
  22. Aloe Vera Final

    Finally I had some free time for minor tweaks. Detailed info on my website http://tmdag.com/aloevera/ with HD version available to download
  23. Aloe Vera Final

    thank you! I have added few progress screenshots on my website.
  24. Aloe Vera Final

    Thanks! Of course I am very familiar with his work ( http://tmdag.com/ptakun ) which was long term inspiration for me for learning deeper math and houdini itself. That was a point where i grabbed book 'mathematical beauty of plants' and studied L-system approach . But in this case i have to give more credit to my girlfriend which helped me finding inspiration for 'procedural' image that would fit contest needs and it was plant of Aloe Vera Mathematical approach and phylotaxis distribution was just natural outcome i was already very familiar with.