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rich_lord

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rich_lord last won the day on September 21 2021

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    Richard
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    Seattle

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  1. I also moved all the tumblr example files I've been sharing onto my new website that you can find here. https://www.richlord.com/tools
  2. Here's a music video I made using a bunch of the techniques from this thread.
  3. This is not really on topic given the other stuff on this thread, but I made some growth awhile back, and finally got around to animating it.
  4. Ok thanks @jordibares. Wasn't a lot of thought given to where to put these when I started. Now I use it more, I should probably move to somewhere else. Any suggestions?
  5. Heres the latest rbd experiment I did. It's some motors being driven by a sine wave at the same pace as a piece of music. The music and images line up pretty nice I think. I was surprised!
  6. Also, here's a silly rolling system - http://richardlord.tumblr.com/post/174710941301/rolling-system-silly
  7. I found this lying around on my hard drive and wanted to throw it up so it didn't get lost. Its a simple effect with VDBs cutting away a surface, then using those cut points to render concentric circles at render time. I've seen this effect before. This is my attempt at it. Hips can be got over here. Don't forget to re-render the ROPs that generate the point data for mantra. Otherwise you'll get a black surface at render time.
  8. I don't know if this is useful to anyone else, but I often find that I need some simple shapes to run experiments on, but I never bother to apply consistent uv's. So I started a hip file which has some common shapes in it already uv'd. They all retain a uv size where 1m equals 0-1 in uv space. You can easily then scale the uvs after if you want a different rez. There's also one in there that just takes a faceted model and splats consistent uvs on each facet. Theres loads more I want to add, but I thought I'd just make a handful and see how useful I found them. Heres where you can get the hip - http://richardlord.tumblr.com/post/172592883216/shape-library-i-needed-a-bunch-of-shapes-that-were
  9. Aha! The rotate order was set incorrectly in the Extract Transform VOP! Problem solved.
  10. Ok, so I have the joints following the position of the points, but I can't get the orient converted into the correct Euler angles. I followed this thread here to get the maths for the conversion, but none of the tips work. The orientation is always off somewhat. Anyone know how to properly convert the Quaternion Orient attribute into Euler angles? point_to_joint.hiplc
  11. Thanks for writing all that out MrScienceOfficer. I haven't done any python in Houdini yet, so this gives me a good start.
  12. I've got a bunch of points that animate, and have an orient attribute. I'd like to make one joint per point, and have it follow the position and orientation of the points. Eventually I'm going to export them, so I need them to be Obj level joints. Are there any good ways of doing this proceduraly? I can think of ways to iterate through the points at SOP level, but I assume these joints will need to be at Obj level. The attached file is just an example. There's a bunch of points moving around with an orient attrubute. Any thoughts much appreciated! point_to_joint.hiplc
  13. Oh never mind. After using the scene for 10 minutes, the assignments are not displaying properly again. GRRRR! Now though they are using a completely random shader.
  14. I did, and that didn't work either. I was tearing my hair out, then the email for H16.5 dropped and I just finished upgrading. Scene works fine in H16.5!
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