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mestela

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Everything posted by mestela

  1. Solaris Reveal

    Have you tried to light a non trivial shot in /obj context? Myself and a bunch of lighters suffered through this on HF2, it was awful. /obj is fine for a handful of nodes, but these days production lighting setups involve hundreds, thousands of assets. It's the kind of problem USD was built to address. Further, katana showed the way forward with a 'high level node based stream of all the things', the existing object framework was never going to be able to deal with that efficiently.
  2. Yep, heightfield from file, mask mode. heightfield_mask_images.hip
  3. learning foreach loop in vex

    The above answer is wrong? My one? Look closer; the first example uses the iterator 'i' to get a value from the array, the other one accesses the array value directly.
  4. learning foreach loop in vex

    A for loop requires you to control the variable you're iterating, do your own comparison, and extract the element of an array yourself. A foreach does all that for you. These are functionally equivalent: int myarray[] = {2345,3456,234,34,6,8,567,34,5,346,45}; for (int i = 0; i < len(myarray); i++) { @P.x += myarray[i]; } // vs... foreach(int element; myarray) { @P.x += element; }
  5. Falling Pixel Sort Effect

    Ah, added an alpha fade to the lines: drippy_pixels_v2.hip
  6. Falling Pixel Sort Effect

    Or some mild abuse of scatter, attribfrommap, attribnoise: drippy_pixels.hip
  7. Earthworms Jim in Houdini?

    Getting better, trying a fakey way of setting attachment points. I know the right way is to run this in a proper dopnet rather than the vellum solver, but meh... vellum_worm_guy_v02.hip
  8. Earthworms Jim in Houdini?

    This is more comedy than horror, but might give you some ideas. Need a better way to stick the worms to the character, right now I'm just doing a lowbrow 'find the closest point and head there, plus up a bit', so the worms throw themselves in a rather madcap way. I'm sure you or someone else can improve on this! vellum_worm_guy.hip
  9. These are some rough notes, but might help: http://www.tokeru.com/cgwiki/index.php?title=Rest_Attrib
  10. Recursive Division of Primitive

    An alternative way with for loops and stuff: http://www.tokeru.com/cgwiki/index.php?title=ForLoops#Compiled_recursive_3d_clip and this for a 2d version: http://www.tokeru.com/cgwiki/index.php?title=ForLoops#Loops_in_loops
  11. If you want a gentle quickstart, I wrote this: http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex
  12. Simple RBD hanging

    I'd probably setup an rbd chain instead, I think that'd be easier to control.
  13. Procedural modellling

    Didn't you just answer your own question? Why not start with that, see where it takes you, then see if you need more resources?
  14. Toms "Learning Houdini" Gallery

    Beautiful stuff as always Tom!
  15. recurcive subdivision

    kindasorta: sphere_triangles_recursive.hip
  16. Copy trace node and change file path

    Yep that's pretty much it. A trail sop and a timeshift is a handy trick for getting several moments of time into a static thing.
  17. (Animated) dashed line?

    add sop, check 'delete geometry but keep points' to get back to just points, then on the polygons tab chose 'by group', add mode 'groups of N points'. dashed_line.hip
  18. If you have access to zbrush, someone shared this with me today:
  19. Copy trace node and change file path

    If I'm understanding your problem correctly, you want to make sure your image sequence is named in a way houdini will understand by default. That's normally name.framenumber.suffix, eg 'traceme.0001.jpg'. You'll know its worked when you use the houdini file browser and it collapses your sequence into a single entry. Anyway once you have that, the trace will update so that you can move the time slider and see the trail update. You can then generate trails, timeshift to lock to the last frame, so now you'll have all your trace frames overlaid at the origin. With some attribute tricks you can splay the traced shapes out. Attached an example that might help, I used a copnet to generate a 12 frame sequence, dive inside the copnet and click render on the final node, when you jump up a level and view the final node, you should see a mosaic of traced images. trace_sequence.hip
  20. Od Studios launch

    I think you mean doctor.d studios (but also, congrats!)
  21. Particle movement based on color, image texture?

    Answered over on the sidefx forums: https://www.sidefx.com/forum/topic/60739/
  22. Display UV island in different colours

    Sure, or download and use the gamedev toolkit like Alain pointed out. Re surprising, not really, just a result of houdini's background. Its been the fx and procedural weird things app, not the uv app, there's always been other better software for that. If customers didn't ask for it in the past 20 years, why would sidefx spend time on uv display options? Better that they spend time on what their customers have needed, like more powerful simulation tools. As houdini pushes more into the mainstream there'll be more things like this exposed (and again the gamedev team are working incredibly quickly to fix things as they find them), but you can't call esoteric missing things you expect surprising any more than you could call the lack of highend water simulation tools in sketchup surprising.
  23. Huh, the ghost of odforce posts of the past came to visit me. There's a better way: http://www.tokeru.com/cgwiki/?title=HoudiniDops#RBD_deintersect_the_easy_way
  24. Convert Slice images to Volume

    example mri slice sequence, and a houdini scene to read it into a volume and display it. capsicum.zip
  25. Or if you don't need to do a simulation, don't do a simulation. Particles One-Axis Test_no_pops.hipnc
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