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Everything posted by mestela

  1. transfer Cd with CopyToPoints

    Could also simply be a viewport bug. Houdini's viewport is notoriously buggy with packed prims, especially with colours. Sometimes it'll display, sometimes it wont. You can try appending an unpack to see if the colour is there, if so you can swear, log a bug with sidefx, know thats how you do it from now on. It should render properly with mantra/karma, and can be made to work with mild effort with other renderers.
  2. Noise scale along 1 axis

    Click the little XYZ button at the end of the 'element size' parameter, it splits the single scale control into 3.
  3. Vellum Hair Rotation

    Please upload a hip, easier to help that way.
  4. Kinefx Overshoot on Curve

    I've not used the secondary motion stuff much, but my understanding is that its more for applying the motion of one joint to another joint, eg neck rotation to floppy years, or spine rotation to a belly jiggle. What you've got here is more about lagging/overshooting all the angle values on all the joints, so I think you need to go to chops for this. Attached an example setup, its fun to play with. kinefx_overshoot_curve_me.hiplc
  5. User Interface

    You're up in the object context. See in the lower right panel, it says 'objects' in its top right corner, while the video says 'geometry'? Double click on grid1 to dive inside that node, so that you can do geometry operations. The video has also made the tree view visible. On the left hand side of the interface, left of the magnet icons, is a tiny dotted region with super small triangles above and below it. Click on one of the triangles to reveal the tree view that is stowed there.
  6. houdini using mesh as a camera

    The houdini equivalent would be to write a lens shader. Paul wrote a nice tutorial about how he used this to create the imposter lens shader: https://www.sidefx.com/tutorials/lens-shaders-for-gamedev/
  7. houdini dop inherit velocity

    Yeah, needs some adjusting, but it works. rbd_animated_force.hip
  8. Point Based Animation in CHOPs

    Avoided the chops question, but sorta emulated the vibe with an attribute noise and some remapping of values. extrude_animate_noise.hip
  9. parenting light to crowd agents

    Or lops? I wager its all a bit bleeding edge, so you'd wanna test a lot before pushing into production, but this is all the kinda stuff lops is meant to be good at. lops_crowd_lights.hip
  10. Dividing cube into smaller ones

    Has that link been moved? I get an error when I click that url.
  11. KineFX translating VOPs to wrangles

    R.click on the blendtransforms node in vops, vex/vop options -> view vex code. Scan through until you see an include line, there's this: #include <kinefx.h> Drop that into your wrangle, you should have blendtransforms() available. If you go find that file on disk (it'll be buried in $HFS somewhere), you can see all the functions defined in that include.
  12. I've put in a support ticket for this, I found the same issue. In the meantime this trick of using a duplicate lop and a set variant with @prim works. Not 100% procedural (when I tried to drive the duplicate lop via expressions it got fiddly), but not bad. https://www.tokeru.com/cgwiki/index.php?title=HoudiniLops#Instancing_and_variants
  13. You could try the technique in this example: https://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#RBD_coin_follow_path
  14. [SOLVED] Get the Center "Outline" of a Spline/Text?

    labs straight skeleton 2d
  15. Bake 2d particle position to texture

    You can't use the labs vat particle export?
  16. One answer is here: https://www.tokeru.com/cgwiki/index.php?title=The_solver_sop#Reading_attributes_that_aren.27t_from_first_frame_or_previous_frame But really, its worth sending an RFE to sidefx, the pyro source spread sop should do this for you.
  17. Yep, blocked by design, otherwise studios could write vanilla usd's out of free apprentice and render them in whatever other app. Indie can save regular usd files.
  18. Creating Jellyfish Arms

    Not perfect, but might give you ideas. I remember seeing a ted talk about riemann surfaces, someone worked out if you knitted a scarf and kept adding an extra stitch in each row, it naturally forms those sort of kale leaf/sea cucumber/jellyfish tendrils. Here I setup a remesh node to do small triangles on one side of a grid, bigger on the other, then when converting to vellum I tell it to try and make all the edges have the same rest length. It naturally gets those kale style shapes. Had a bit of a play with using a vellum drape to quickly get the base shape, then a second set of constraints and stuff so its ready for a animated sim. jellyfish_tendril.hip
  19. vellum latex effect

    I've done a similar thing before by adjusting damping ratio: https://www.tokeru.com/cgwiki/index.php?title=HoudiniVellum#Memory_foam
  20. Need help simulating drifting snow

    I'm not a sim person, apologies etc... but this might give you some ideas. Smoke sims will always go soft over time. Instead I'd look at the footage and go 'it looks like worms of volume travelling over a surface, with some volume traily stuff'. So thats what I've tried here; make some lines, run them through pops so they scoot over the surface with some noise. Then rasterise those into pyro sources, and have them continually emit as they travel; the leading edge will be sharp, and you can control how the trailing edge behaves; shoudl it dissipate quickly, have some upwards billow, all that. The end result is... well, not great, but its easily tweakable, which is always the key for sim work; lots of fast iterations can beat a big slow sim. snow_me.hip
  21. Free Pig Head Sculpt

    That's awesome, thanks for sharing!
  22. It depennnddsssssss. Some bullet points: It used to be a very binary choice; be self taught or go to a school, nowadays (esp with covid) there's several options in between generally some kind of collaboration component is useful, i often compare vfx to a team sport, the more time you can be 'on the field' the better I taught a 1 year masters degree for a few years, we focused heavily on big teams, lots of collaboration, making mistakes. Our success rate with grads was great, but yes, masters degrees are expensive Other options these days range from free, like joining a discord, to cheap, like paying for mentoring or a patreon, to mildly pricey, like rebelway/cgma, through to full costly tertiary education courses Totally self taught is possible, but hard. It's good to have at least some component of interaction with others, regular feedback, accountability. Know yourself. If you think you can get that level of feedback from a free discord (or forum like odforce), great. If you need more direct feedback via patreon, great. If you need the accountability of paying lots of money and a strict classroom structure, great. Work out whats best for you. DO NOT make the mistake of thinking that paying lots of money for a course will be the fix for everything. Every year we'd have 1 or 2 students who wouldn't put in the work. We'd point out how much money they were paying, what the stakes are, maybe they'd be better off dropping out, they wouldn't listen. They'd finish the course passing by the slimmest of margins, and then be confused why they couldn't find work, while all their peers got jobs. I heard a line once, 'an education is taken, not given', and thats especially true at the teritary level; you can't buy your way into a career, you have to work at it. The perks you mentioned of certain schools (green screens, cameras, farms etc), they're nice, but not essential. You can find cheap or free greenscreen material online. Pretty much all the software worth learning have cheap or free education versions. An iphone shoots better footage than a top of the line prosumer camera from 10 years ago. Gridmarkets and the like offer cheap(ish) farm rendering should you need it. That's all gonna be way cheaper than paying for a expensive course. There's lots of videos around now from recruiters, heads of departments in various big studios, talking about what they want to see on a reel. If often feels like students and beginners misconstrue what skills they need to show, and either set the bar way too high for themselves, or get trapped/distracted showing the wrong things. Find those videos, study them, stay on target. My gut feeling is anyone who is mildly competent should be able to get a okish gaming pc, houdini indie, lock themselves in their bedroom for a year with a helpful discord, and be able to get a job. The big variable there is the discord, finding the right mix of people who know what they're talking about, can offer appropriate advice, honest but not cruel feedback. Ah, I see animatrix has replied already, i just checked it, doesn't conflict with stuff I've written so far. I'll stop writing and hit submit. -matt
  23. This seemed to work; I had a tops @foo attribute array with 1,2,3,4, and in a for loop i could accees it and get the index with evals("@foo."+detail(-1,'iteration',0)) Where the metadata node was wired in as a spare input.
  24. Think of it like a big particle; it just stores position and radius, the surface itself is defined by those attributes rather than by surface triangles. Houdini has several primitives types like this, as a broad rule they're not used much, often you'll convert them to more familiar polygon based representations, but they're handy to have around. More info: https://www.tokeru.com/cgwiki/index.php?title=Points_and_Verts_and_Prims
  25. Vellum welding fractured solid (or extruded) objects

    You're close, the answer is kind of embedded in your question. You already have the pieces defined both via groups and via a @class attribute. Ideally the vellum constraint sop will be able to recognise the pieces via one of these methods, and only make constraints between the pieces, not within them. Turns out this is a built in feature; set 'define pieces' to be 'from attribute', set the piece attribute to 'class', now it will only make constraints between different pieces. The other bit that always cataches me out is that both the group type and target group type drop downs have to be in 'points' mode. grain_deform_02_me.hiplc