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About Yader

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  1. The ray method works better than I thought, see attached file. Looks like a one to one match nr_foot_outline_yader.hiplc
  2. I'm sure there are more elegant methods, but as long as your shape isn't to concave, create a bunch of edges from your points with connect adjacent pieces sop and then create a circle bigger than your shape with inward normals. After that use the Ray sop to conform it to your shape.
  3. I would recommend simulating along one axis / straight path and then use a path deformer with your original curve, then you won't have any issues with crossing parts of the curve.
  4. [SOLVED] Control Pin point in Vellum ?

    If you set your Pin Type to Permanent, the mass of your pinned points are set to 0.0. All you have to do is to set them at the mass all the other points have at Frame 30. One way: You could dive into your vellum solver setup, put down a pop wrangle, set your group to pin, activate at $FF>30 with mass = 0.1; and your pins are good to go
  5. Help - Getting POP to emit grains

    Set your vellum source node to Emission Type "Continuous" instead of Only Once.
  6. The Remesh mode does a better job with this. Look into help card for which attribute name to use.
  7. Just put the Table Import SOP into a Solver SOP and merge the frame before and first input and plug that one into the table import. Then you should get the cumulative behavior you're looking for.
  8. Here's a scenefile illustrating the above. I am sure there other interesting ways of accomplishing this. BoundingSphere_Overlap_Relax_yader_02.hiplc
  9. You could use the bound node on each object and calculate the bounding sphere, then take the radius of the sphere and write into a pscale attribute. With the Relax Node you then could separate your objects from each other. It's a rough approximation but could be sufficient for your setup. How do your objects look like?
  10. Attached is a possible way of blending different point counts with POPs and Pop Attract, but beware, this won't work properly with all fonts/glyphs. Sometimes you'll get artefacts. Best way to approach this is to resample, so the letters have same point counts. Pop_Attract_DifferentPointCount_01.hipnc
  11. I couldn't take a look at the posted scenefiles, but you could try to group all existing points/edges, connect curve ends by proximity, use carve for animation and then delete the connecting edges.
  12. TileProc For Houdini

    Indeed it did
  13. TileProc For Houdini

    Thanks for this, quick note: in the python code the file paths for mac os x still point to a clarisse directory
  14. Attribute transfer using PcOpen FAILING!

    You are not adding to the existing @Cd values in your wranlge, just add a "+=" to your line: v@Cd += pcfilter( handle, "Cd" ); which is the same as: v@Cd = @Cd+pcfilter( handle, "Cd" );
  15. I'm not sure if I understood you correctly, but there is a texture vop, which gives you three methods to blur images in shop context, Filter Width, Texture and Pixel Blur. See attached image. As to blur procedural textures, why not do them completely in COP Context, as inside a Cop Generator Node a lot of pattern nodes are at your disposal there. You could also try setting up an dynamic referencing network described here: http://ramblingsofadigitalnomad.blogspot.de/2013/10/houdini-basics-simple-texturing-using.html