Jump to content

kiryha

Members
  • Content count

    341
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    2

kiryha last won the day on June 21

kiryha had the most liked content!

Community Reputation

37 Excellent

1 Follower

About kiryha

  • Rank
    Illusionist
  • Birthday 05/06/1977

Contact Methods

  • Website URL
    http://kiryha.blogspot.com/search/label/3D

Personal Information

  • Name
    Kiryha Krysko
  • Location
    Detroit
  • Interests
    Houdini, Photography, Cookery

Recent Profile Visitors

1,678 profile views
  1. Hair and fur question

    Lucky for us, we can use whatever we need, the data is the same, it`s just personal preference on how to organize it. Take a look here for more info about using shelves workflow.
  2. Hair and fur question

    I guess the main reasons are: structuring your network and provide some out of the box solutions. If you are more comfortable to do all the grooming in SOP it's totally fine, hairs are just curves. You can dive inside the guide groom and hair generate objects and learn some useful techniques (until SESI rewrite them in C++) for your SOP setups.
  3. python folder creating

    print '{1:03d} {0:03d}'.format(1,2) # result: 002 001
  4. Recursive split can provide some good results. You can also generate points around fractured edges and use them in another fracture to get small pieces.
  5. Hair inside mesh

    So if its the case of opposit oriented guides. You can draw the curve on the skin which would be a "divider" for hairs, and plug this curve in the last input of Guide Partition (place it after Guide Groom node) node.
  6. Hair inside mesh

    Ok, for me its looks like an interpolation issue, cos you have guides coming to one direction and guides comming to opposit direction close to them. So in between hairs are a bit confused about where should they grow to. If its the case there is a solution for such a case, I will try to recall what was it...
  7. Hair inside mesh

    Interpolation between guides can be an issue as well. Do those penetrating hairs are far from the guide? The guide process nodes should take mesh into account as far as I know, at least in some cases, like "Set direction".
  8. Hair inside mesh

    If guides are ok and not getting into the mesh than its probable hairs side. For example, Gude Proces (Frizz) may cause such a thing, so you may decrease the influence of such nodes at the root o the hairs.
  9. HDA Derivatives - Workflow Question

    Understood about SKU! Actually, I work in the automotive industry and do exactly what you describe as an example . We call it configurable products. We treat each vehicle as one asset no matter how many configurations it might have. That makes a total number of assets more manageable. And at the high level, we do like your describe, populate each SKU on demand.
  10. HDA Derivatives - Workflow Question

    Hi, Clayton! Sorry, I did not understand very well what workflow you are suggesting to build in Houdini, but data management is an interesting topic for me, so I am trying to participate as I can What is SKU? What is your current process in Maya for each of the products? What do you deliver at the end for each of the products? In general, I think there is nothing wrong with having 600 assets/HDAs, but it might require some sorting. As for the HDA versioning one thing, I would like to notice, is that if you version asset with namespaces, it stores all versions in one file, so if the HDA is not very small the file could become too heavy.
  11. Rotation matrix pivot point

    I found the answer: matrix3 matrx = ident(); vector axis = {1, 0, 0}; float angle = 256; rotate ( matrx, angle, axis); vector pivot = {0, 0.8, 0}; @P = (@P - pivot) * matrx + pivot; But I can`t understand how it`s working, why this line `(@P - pivot) * matrx + pivot` puts pivot of rotation to a required point?
  12. Rotation matrix pivot point

    The rotation of each point occurs around the origin: matrix3 matrx = ident(); vector axis = {1, 0, 0}; float angle = 256; rotate ( matrx, angle, axis); @P *= matrx; How to define coordinates for rotation different from the origin?
  13. Ah, I completely misunderstood the original Masoud question, I thought the goal was to see the material displacement in the viewport. I have no idea why, sorry But I am still interested if ist possible.
  14. Hi, Fred! Open the Displace_F.hip, I don`t see any displacement in a viewport. What I am doing wrong?
  15. Houdini 18 Wishlist

    When should 18 come out?
×