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Everything posted by Yader

  1. 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.
  2. 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.
  3. 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
  4. Flower Center??

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

    http://deborahrfowler.com/HoudiniResources/WrangleNodeExampleVexBasic.html http://deborahrfowler.com/HoudiniResources/WrangleNodeExampleCompareVops.html
  6. 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.
  7. 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
  8. 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
  9. 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.
  10. Using point deform

  11. 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
  12. 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.
  13. vellum: simulate with proxies

    What exactly is the error, when you use compile block?
  14. vellum: simulate with proxies

    I meant a sop solver, not in your dop network Nevertheless, here's one way to do it (slow but stable), merging the points with a sop solver, copying lowres and highres on those points and then using a foreach to go through each single geo to point deform. Pretty sure, there's a more elegant and faster way to do it but it works. softbodies_proxy_yader02.hiplc
  15. vellum: simulate with proxies

    You can generate rest geometry with a sop solver, by accumulating your emission points and copying your lowres spheres onto those points. By the way, are those spheres placeholders or your real geo?
  16. - Grid set to Rows - Random Selection of Points - Group Expand to fill up "holes" between random selection of points (avoids triangles) - Offset group in Z Direction See attached scenefile: SciFy_Grid_Yader_02.hiplc
  17. Vector Field HDA bundle

    Downloaded, installed and tried it out. Great helpers - thanks! The only one I couldn't output something useable was the point feature hda. Could you provide an example file for that? Thanks in advance!
  18. Trace in Vop

    How does your texture and surface look like?
  19. Vellum fill into shape ?

    Attached is the 17.5 version of the example above Protruded_Vellum_Shape_02_H175.hiplc
  20. Vellum fill into shape ?

    Jupp, that's the reason. I'm using H18 nodes. Let me see if I can make a 17.5 version (The basic workflow should be the same)
  21. Vellum fill into shape ?

    Here's an example file illustrating the above: Protruded_Vellum_Shape_02.hiplc
  22. Vellum fill into shape ?

    One way to achieve this with Vellum could be to animate rest blend geometry from flat to protruded and reference that into the Vellum Rest Blend DOP.
  23. Align card with vector

    And here's another example, utilizing existing sop nodes instead of custom VEX Disable the Channel SOP for tweaking, as recalculating the delay effect takes its computational toll... Feather_Mystique_01.hiplc
  24. Here's a scenefile to illustrate what toadstorm mentioned. A couple of ways to vary packed geo for the Copy to Points SOP, all of them basically create a random integer attribute with values between 0 and 2. Vary_Copies.hiplc
  25. Procedural Graffiti Art

    Love it, here are some Pollocks made with a slight variation on your technique.