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teshelman

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Everything posted by teshelman

  1. Transform according to Attribute Paint

    Ziyad, Thank you, that's exactly what I was looking for, yes. Your help is much appreciated! I knew it had to be something straightforward, I'm just not well versed with VEX. Thanks! Tesh
  2. I'm trying to move points on a grid, with the transform affecting the points according to the values stored per point in a "mask" attribute defined by an Attribute Paint node. As in, on the grid in the attached image, I'd like the points in red (1.0 "mask" value) to move the full value of a subsequent Transform node, points in purple (0 "mask" value) to not move at all, and points in between to move based on their own "mask" value. Say, a point with 0.4 "mask" would move (0.4*Transform). To me, this seems like a simple request/operation, but I can't sort out how to actually make Houdini do it. I've tried a subsequent Transform node but couldn't sort out how to make it apply selectively per point, modified by the "mask" value. I can make a group that is limited to points with nonzero values and move that, but that's a boolean sort of selection, and I can't use the "mask" values to modulate the effect the Transform has for a nice falloff. I then tried a For Each loop that applied to each point, and was able to get each point to move with a simple Transform within the loop, so I can use that to nudge around *all* the points the same distance, but I can't get it to use the "mask" value, and I'm not sure how to get the For Each loop to only look at the points that have non-zero values (understanding that multiplying by a zero "mask" value would give no translation as desired, but sometimes it's nice to not have the cooking process even look at those to start with). I tried "10*@mask" and "10*P.mask" in the within-the-For-Each-Loop-Transform's translate channels to try to use the "mask" value, but those didn't work. I *know* I'm missing something obvious, as I'm still learning all of this, but is there a simple solution to this sort of thing? It seems like a simple request, but I can't find hide nor hair of a clean, easy way to handle this, and a complex solution is out of my understanding to date. Thank you!
  3. "Vellum Reference Frame" node usage

    Hello, I've been researching for a while, perusing for a while, and experimenting for a while with Houdini at home. I've been trying to use vellum cloth on a character that is animated, not just with his limb motions but also his location and rotation (center of mass moving about). Sometimes I want the vellum to work with that, say, if he does a flip over a barrel, but if I'm just trying to move him into position (say, stage right) from his starting T pose, I'd really like for the vellum to ignore that positional movement and just use his local joint movement as he settles into an idle/rest pose. I've been given to understand that the Vellum Reference Frame node might be useful for that sort of thing, but the official documentation is short on what values in the data channels would actually suffice, and I'm not sure where to wire it into the vellum node flow. I've been assuming after the Vellum Solver, but I'm not sure on that, and simulations are taking forever to test simple iterative experiments. Do any of you have experience with the Vellum Reference Frame in this sort of context, and have recommendations on how it might be used? Thank you!
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