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breadbox's Achievements


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  1. I'm trying to match the sound keys effect from After Effects.. The spectral CHOP node looks like its close, but im not sure how to properly set the parameters to analyze the audio file to match perfectly. In my example (see pic) its getting some amplitude, but its not splitting the frequency spectrum into the base, mid, and high tones accurately. Any tips how to create a graph that matches what After Effects Sound Keys does?
  2. breadbox

    Tri Divide

    Nice solution but it's not dividing on the correct edge. I'm trying to do the bisection from the longest edge(hypotenuse) to the vertex adjacent it. so that it will make a new right angle triangle basically. point numbers on each triangle may also be in random order 0,1,2 or 2,0,1 or 1,0,2 etc so it makes this a little tricky to find the right edge.
  3. breadbox

    Tri Divide

    What's the best way to divide a triangle like this (see image) so that the hypotenuse is bisected. Is there a poly operator that will do this? or a VEX method?
  4. Is there a way to change the default sphere collision shape when using pop grains? Would something like a capsule, flattened sphere, or a custom SOP shape be possible? I don't need different shapes collision to be per particle, im just looking for something other than the default sphere for a collision shape type.
  5. I'm doing some research on 4D -> 3D projections and looking to create some 4D geometry in Houdini. I've seen an equation to do it here but could use some help converting this to VEX: https://hollasch.github.io/ray4/Four-Space_Visualization_of_4D_Objects.html#s4.3
  6. Thanks Henry, Clumping stiffness lowered to 20 seems a bit more stable. It's a little more slumpy than I'd like but it might work. In regards to the weights all adding up and == 1, its interesting... I can have a weight of 0.9 internal collision + 1.0 clumping = 1.9 and it seems to resolve more "stable". I could lower each one to 0.5 and 0.5 which would be technically more "correct mathematically" however then the clusters then really slump a lot. I guess its a balance of cheating physics until it becomes unstable, and we are allowed to do that with these controls but you never know when you might pass over that threshold and get a weird result!! I might look into explicit constraint for the grains to hold them together in clusters... I've never used them much but I imagine it works kind of like a glue constraint in an RBD simulation? but then explicit constraints also have a weight and stiffness so I'm kind of curious what's the benefit of using "clumping" over "constraints" they seem to be able to do the same thing in just a slightly different way?
  7. I have a grain setup with clusters using attraction weight. The particles with no cluster attraction weight come to rest nicely but the clumps of clustered particles look like they are on ice and skid along as if they had no friction. I tired increasing the scale kinetic value and although that does hold the big chunks with more added friction it really makes all the small individual particles come to rest way too fast and feel sticky. Any idea what the parameter is that I might use to get those bigger clusters to come to rest with friction a bit better while maintaining just a little bit of skid overall. popGrainIceSkate.hipnc
  8. adding onto this topic, I am trying to do something similar, use a dual rest pos in a "Billowy" shader which is by default only setup for a single rest position. I wonder if its possible to copy an d paste the dual rest structure from the pyro into billowy? I see that the output of the dualrestsolver is of type "struct" however what I need is a type Vec3 postion to enter into the billowy noise position. Is there a way to convert this dual rest so that the output can drive the noise position properly?
  9. Ahhhhhh ok great. makes a little more sense. This was an example network I was examining, not one of my own design. I'm using it for learning purposes Typically I would build it a little different instead of animating the @strength value in SOP land, I would put in a static attribute such as break frame where the constraint could be set in conditional statement in a sop solver within the DOP network to break at a predefined time. That might lead to more consistent/stable solving of results per frame. Now it makes sense why the constraints were re-making themselves because they were being brought in fresh every frame with the overwrite with SOP! this is great to know, thanks for the help.
  10. Well well well would you look at that, the shelf tool does indeed create a delete node in a sop solver to remove constraint prims. I myself don't use the shelf tools and I would have to say about 99.9% of the tutorials about glue constraints also omit this sop solver step which removes the prim. It does seem that sideFX has enabled the breaking constraint without it, which makes me wonder if sop solver to force remove prims is now redundant? So I tried to add the delete prim into the sop solver network to make this particular example of constraints more stable and still getting blinking constraints on and off and on again. can't really explain it. maybe its somehow caught between a pre and a post solve state? Dop_glue_v01.hipnc
  11. yes its not a problem per say, I'm just curious about the expected behavior. I always thought once broken a constraint was broke it was always broke... so this would fundamentally change how I need to think about how the solver behaves.
  12. I've been messing around with constraints lately and I stumbled on an example where a glue constraint primitive would break, then unbreak, and break again. That is to say the impact value on a given frame was above the strength of the bond and so it added itself as "1" to the @group_broken then on subsequent frames it un broke giving the @group_broken a value of "0". Am I crazy or is that expected behavior? I thought once a glue constraint was broken it was forever broken?
  13. Still looking into this to see if there might be a better way. I can potentially UV the voronoi clean at low res, and then apply the remesh after the UV but remesh kind of destroys the UV. Is there a way to preserve the UV's through the "remesh" operation?
  14. Trying to use the uv unwrap on some high res geo but it produces holes in the planar projections (as expected but not desired). some of my texture baking operations in other applications are creating some artifacts because of the non seamless UV surfaces. Is there a way to weld them back together to make more seamless uv shell islands? Or to somehow make a "shell" attribute from a low res geo that could then stick to the high res remesh? UV_textureing_question.hipnc
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