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Yader last won the day on November 25

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  1. Building PC for VFX and motion graphics

    Noctua has good coolers and your RAM should be at least 128GB.
  2. You can use the Extract Transform Sop for that. It just needs the objects once with transforms applied and once without any transforms and calculates a proper transform attribute for each of them useable while instancing. You can either use the foreach approach or copy your reference object as much as you have target geometry, both methods work. instance_v2_yader.hiplc
  3. Instancing looks for attributes on those points, otherwise it doesn't know how Pos Rot Scale should look like. You can go very different ways about this. The easiest is to probably save your transforms as a transform attribute and set all transforms on your points to zero. See attached scene. I marked the changed nodes yellow. instance_yader.hiplc
  4. Blend positions between uneven topology meshes

    Another method, which is dependent on what kind of objects you have, is to iteratively use the ray sop set to minDist with a low value and then blur inside a sop solver. See attached scene: blend_pos_yader.hiplc
  5. Take a look at the shapematch constraint. It's suitable for rigid bodies. That way you don't have to leave vellum. Vellum_RBD_interaction_v0001_yader.hiplc Vellum_RBD_interaction_v0001_yader.mp4
  6. Distort Gradiant

    How did you create your gradient? There is maybe another way of distorting it without vops...
  7. How can I convert a point cloud to a surface?

    Here's a free orbolt tool using the aforementioned poisson reconstruction executable: https://www.orbolt.com/asset/organics::organics_sop_poisson_surface_reconstruction_wrapper
  8. Keep particles inside volume

    You could also use the pre made pop advect by volumes, calculate the vol gradient beforehand and just set the velocity scale to -1. sdf_bounds_Yader_03.hiplc
  9. Look into the Distance from Geometry SOP, that should give you the growing pattern your looking for.
  10. Deform along curve

    You need to prepare your geo, so it's interpreted correctly by the pathdeform. Zero out rotation and translation by utilizing xform from the bound sop.
  11. Morph Sphere to Grid

    Not in front of Houdini, but unwrap a classic polygon mesh sphere, set P to uv and then use a point deform taking the hexagon plane with it the way back?
  12. 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)
  13. Redshift color clamping / specles

    Could be thousand things, how big is your geo/scene? Are it's normals fine? How are your SSS settings?
  14. 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.
  15. 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.