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mestela

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Everything posted by mestela

  1. Carve Question

    if I understand what you're asking, put a polypath sop before the carve. that'll merge the 2 poly lines into a single line.
  2. Particles avoiding objects

    Pop metaballs? pop_metaball_forces.hipnc
  3. Look at the composite view tab
  4. You need to render the image, then cops will find that render and do its compositing dance. It's possible to make cops auto-trigger a render, but I find it gets houdini very gluggy and unstable in practice, so I avoid it. To be specific, go into ropnet1, select mantra1, and click 'render to disk' on the parameter pane. As soon as the render is finished, cops should find the image and be happy.
  5. Came across these great looping gifs yesterday, all done by David Whyte mostly in Processing. http://beesandbombs.tumblr.com/ All looked like fun things try in Vops/Wrangles, thought others might want to join in. Picked this one to start with, attached is my attempt with a point wrangle ( H15 ). http://beesandbombs.tumblr.com/post/107347223679/columns bees_and_bombs_columns.hipnc
  6. I have an update to this using the edge transport sop, all procedural, no pesky solvers: http://www.tokeru.com/cgwiki/index.php?title=Houdini#Procedural_growth_via_edge_transport
  7. Random pop bounce direction

    Hmm, good challenge. I assumed there'd be a pops node or attribute to do this, but I couldn't see it. I did it in the end with a wrangle that detects when a collision has happened, and adds a random vector to @v. To keep the system from exploding I set a maximum number of bounces, and scale this extra random vector down after each collision, then forces v to 0 after that max bounce count has been reached (otherwise you get that annoying pops jitter when the particles are meant to have come to rest). Would be curious if anyone else has a cleaner way to do this. pop_rand_bounce.hip
  8. Sound Driven Deformations

    This might help: http://www.tokeru.com/cgwiki/index.php?title=HoudiniChops#Dynamics_driven_by_chops
  9. VEX quaternion to vectors

    ...and to finish that thought, now that you have a matrix, you can then take a vector that points along z, and multiply it by the matrix to give you your @N, and a vector that points along x to give you your @up. Example here: http://www.tokeru.com/cgwiki/?title=HoudiniVex#optransform_to_do_a_motion_control_style_camera
  10. Sine waves color

    http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex13#Exercises but more generally http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex In your case you could do something like float sin = fit(sin(d - @Time*4), -1, 1, 0, 1); vector col_hi = chv('col_high'); vector col_lo = chv('col_lo'); @Cd = lerp(col_lo, col_hi, sin);
  11. a sharing system in Houdini??

    wot tim said. sharing_emit_points.hipnc
  12. Constraints mixing pops and bullet

    That's really cool!
  13. You deleted a wire in the setup:
  14. Help With Speeding Up Render

    That sounds like a nice repro to send to sidefx, good thing to poke Kai about.
  15. Read only expression on left side of assignment

    Works fine here, sounds like a stuck wrangle, happens sometimes. Try copying to a fresh wrangle.
  16. Ha, I'd carefully balanced the emitters and forces to keep it 2d. On the emitters, set the variance to have some random y and z, that'll push it into 3d. Same goes for pushing the axis force spheres along z, they'll start to push particles off the 2d plane.
  17. Scaling packed Objects with VEX

    I have an example here: http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#RBD_deintersect_via_scaling_up_geo
  18. Maybe this? Just a bunch of axis forces, point emitters, trails, and setting alpha so you get that multiplicative effect in areas of high density. trail_graph.hip
  19. Y ramp volume vop

    Might help:
  20. Unroll a planar curve

    Quite a few answers come up if you search for 'unroll' here. Several solutions in this thread: http://forums.odforce.net/topic/31600-spiral-unrolling-rolling-animation/?do=findComment&comment=174963
  21. Need help with loops and Foreach

    16 I think.
  22. Pop attract with grains

    set targetP, animate targetstiffness. grain_targetp_targetstiffness.hipnc
  23. Noise never decreasing in VEX

    Or this trick from Matt Ebb that doesn't require a solver: http://www.tokeru.com/cgwiki/index.php?title=Houdini_Vops#Noise_that_always_increases_with_cellnoise_vop
  24. WIP - ok++'s softbodies RnD + .hip files

    Did I say thank you already? I'll say it again anyway, thank you! Some incredible stuff here, can't wait to get some free time and pull these setups apart...
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