# TomRaynor

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• Birthday 11/12/1987

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Thomas
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1. ## RBD Packed Object Dynamic Constraints

I'm hoping someone can put me out of my misery... The aim of the game is to create a bunch of glue constraints half way through a simulation of a bunch of RBD packed objects depending on certain test criteria. As you will see in the attached scene, some RBD spheres are being attracted towards goal positions and I am trying to create some constraints between neighbouring RBD spheres within a given radius IF they are within a given distance of their goal. I have got pretty close. In a SOP Solver I have managed to create the constraints using an attribwrangle but whilst the polygon lines connecting the RBD objects look correct, when viewed from withinside the SOP Solver, when I jump out to DOP level and view the guide geometry on the constraints, the red connecting lines don't seem to be going from the center of each sphere to the center of the sphere I want to constrain to. Instead the connection points seem off in space. I'm sure there is a perfectly logical explanation why, but could someone please enlighten me? Thanks! rigidBodyCreateDynamicConstraints_v01.hip
2. ## Accessing \$YSIZE in attribwrangle

That is right on the money! Exactly what I needed, cheers Tomas.
3. ## Accessing \$YSIZE in attribwrangle

Well thought was to do something like use the attribwrangle to run over each primitive, and for each of the points in each primitive, find the minimum and maximum P.y values (and hence the range). I guess I would have to store these point positions in an array for each primitive... Stil, I'm hoping that someone is going to pipe up and tell me that I can run a nice vex function to access the bbox information PER PRIMITIVE. What about primitive intrinsic attributes? Do they help me and if so how can I access them?
4. ## Accessing \$YSIZE in attribwrangle

Hi, What I am trying to do is use an attribwrangle set to loop over primitives to work out the y-size of each primitive on my geometry and store that as a primitive attribute. I am trying to do it using an attribwrangle rather than using a foreach node looping over primitives and using the bbox() expression for speed purposes. Where I am stuck is working out the what to use instead of bbox in my attribwrangle that will give me the y-size of each primitive... Can anyone ofer up any suggestions? (with a snippet of example code preferably) Thanks very much
5. ## Edge divide in vex?

Is there any way to split a polygon down the middle using vex and something like an attribwrangle in the same way that an edgedivide SOP works? Thanks. edgeDivideInVex.hip
6. ## Baking out camera animation!

Figured out a way using vtorigin and vrorigin expressions but if anyone has any better ways then let me know. Cheers.
7. ## Baking out camera animation!

I'm a bit stuck... Hopefully someone can help. I have a camera that has animation in it's translate and rotate channels and also is following a path object. I am trying to bake out this camera animation (with the curve path motion) onto a fresh new camera. I have no idea how to do this. Any help would be much appreciated! I have attached a scene file showing what I am trying to do. Thanks. bakeCameraAnimation_v01.hip
8. ## Displace points at render time

That's great, Thanks.
9. ## Displace points at render time

Cheers for that Petr, very useful! The help card for the point replicate proc says that you have access to the global variables "P", "id" and "pid". It also says: "You can use additional attributes of the points being instanced on. The available attributes are controlled by the Attributes To Copy parameter." I understand this to mean that I can bring ANY attributes on the points into CVEX and use them to do stuff - this part works fine. I am curious if I am able to set other attributes on points in the CVEX shader such as colour? Can I modify the colour in the CVEX shader and have my material pick up that modified colour? I have tried and so far no luck... Thanks again.
10. ## Displace points at render time

I have two cases. One: A grid being rendered with displacement (an attribute on the geo defining how much the grid is displaced from the centre outwards) Two: The points from the grid only. Trying to displace these in exactly the same way. The damn things won't be displaced at render time. Anyone have any idea why "case1" works and "case2" doesn't? Cheers, Tom displaceOddness_v01.hip
11. ## Saving selection of nodes to a new hip file

the opscript and opwrite commands I had considered and I will definitely look into using those. Thanks Petr. Vlad, would you care to share your tool or maybe suggest what method you used? Thanks!
12. ## Saving selection of nodes to a new hip file

I am aware of the first method. Annoyingly the latter was what I was going for. I started off looking for an "Export selection" option under the main houdini "File" menu and was quite surprised when I didn't see one as both Maya and XSI have one.
13. ## Saving selection of nodes to a new hip file

I was wondering if anyone had any nice ways to script the saving of a selection of nodes to a clean (new) hip file? a function like hou.saveSelectionToNewHipFile() would be nice Thanks.
14. ## Shadow Catching Material - no self shadows.

That would be amazingly helpful! Thanks
15. ## Shadow Catching Material - no self shadows.

Hmmm. I have tried plugging a few nodes together and am not getting too far. Are you saying that I can use the fast/filter shadow vops mimic the behaviour of the shadowMatte vop or do I need this vop in my shader network as well. If you get any time to throw together an example scene that would be really helpful, as I am a bit lost at the moment.
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