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Yader

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Yader last won the day on November 29 2020

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About Yader

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  1. Rigid Body Solver

    You can do that in many ways, here's a simple one. Put down a Sop Solver in your DOP Network and inside put down a Primitive SOP with the following code in the three Scale Parameters: clamp(1-(@deactivation_time/2),0,1)
  2. Redshift color clamping / specles

    Could be thousand things, how big is your geo/scene? Are it's normals fine? How are your SSS settings?
  3. popnet+sweep uvs change every frame

    "Uvs and Attributes" is the last tab on the Sweep SOP. If it doesn't fix your issue you should upload something illustrating your problem.
  4. popnet+sweep uvs change every frame

    Uncheck Normalize U's and Normalize V's on your Sweeps Uvs and Attributes tab and additionally uncheck Snap U and V to Nearest Tile Boundary under Section UV Seams on the same tab.
  5. You can instance Lights with the Instance Object, but two things to keep in mind. First, you have to exclude the template light in your mantra rop and if you want to use colors from your hdr, you have to use an expression on the color parameter on your template light. Pretty sure, this is old workflow and there's probably a newer one. Nevertheless, this one works Area_Lights_Instanced_yader_01.hiplc
  6. Flower Center??

    Here are two ways of achieving a denser middle. Phyllotaxis_yader.hiplc
  7. Flower Center??

    http://deborahrfowler.com/HoudiniResources/WrangleNodeExampleVexBasic.html http://deborahrfowler.com/HoudiniResources/WrangleNodeExampleCompareVops.html
  8. Folding splines or plane (ribbons)

    Can you show your current status with the C4D version? I would first try to solve this with a curve/spline sim in 2D, extrude it and put some additional animation detail on top with deformers. If you want to try it in 3D, look into Vellum, it's stable and there's a ton of learning material out there. But it will take longer than the 2D solve.
  9. A little Stumped here

    You can just transfer the point group after removing the interior edges and do your point split and then assign a unique ID to the patches. patches_yader.hiplc
  10. A little Stumped here

    Ah, didn't saw your mesh. I assumed you converted your geo to NGons. I used remove shared edges within the Divide Sop to get rid of inner edges
  11. A little Stumped here

    You can use the Group Expression SOP utilizing the "Valence" preset. Set it to 4 and you'll select all the points with 4 neighbour points. This works, as all the other points have only two neighbours.
  12. Using point deform

    Exactly
  13. Using point deform

    Here's a thread with a similar approach, simulating lowres geometry and then deform highres geometry with it: And here's your file with the point deform capture from qlib. V_test_01_yader.hiplc
  14. vellum: simulate with proxies

    Here's an easier method, which avoids a costly for each loop: If you have QLib installed, it has a really handy point deform capture sop which let's you define an attribute to partition your incoming geo, (this should be part of the regular point deform sop) so the capture weights and points are generated accordingly. Just use a regular point deform afterwards and set it to deform only.
  15. vellum: simulate with proxies

    What exactly is the error, when you use compile block?
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