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smbell

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Everything posted by smbell

  1. I'm sure there is a simple answer for this, but it's got me scratching my head... I'm trying to use the @hittime attribute in order to do some stuff with my @pscale, but it never stops growing even after the particles are stopped by the pop collision detect behavior. The @hittotal attribute does the same thing, like they are all vibrating on the surface or something even though they are not moving. I've attached a simple scene. pop_hittime_1.hip
  2. Viewport bounding box

    I'm still not able to remove the bounding box in 18.5.408. It goes away in the AutoDopNetwork when I uncheck the bounding box in the smoke object, but as soon as any field gets brought in with a dop i/o the bounding boxes are back. No way to remove them that I can find.
  3. solver not working on animated mesh

    I know this is an old thread, but this little tidbit right here helped me solve the issue I was up until 3am trying to fix. I would have never thought to reverse the usual Prev_Frame setup...Thank you.
  4. I'm trying to create rings in mantra that are larger where my scattered points are brighter. I've got a setup that works for that, but what I'm looking for iis for the rings on top of each other and overlap one another. I figure I need to loop over my point cloud one point at a time and then multiply the result on top of each other maybe. I can't seem to figure out how to get a loop that does what I want. I tried to follow the documentation for the point cloud nodes, and it even mentions that a few of them are useful in a loop situation but it's just not working correctly. Is what I'm trying to do even possible. I don't have a lot of experience with mantra. mantra_pc_lookup.hip
  5. @Librarian Holy crap I got it working!. Thank you for your time in responding to me, while it didn't solve my issue exactly, I did one more search and found a 10 year old Peter Quint video that shows how to use Point Clouds in a loop in VOPS. I would have never figured it out, wow. What a bunch of Houdini mumbo jumbo to get it working, haha. If you're interested the video is "Point Clouds II" It won't let me link it for some reason. mantra_pc_lookup_3.hip
  6. Thanks for the link, unfortunately that setup seems to have the same effect as I have now of all the points being rendered together and they don't overlap.
  7. Procedural rocks carved in vdb

    I'm really struggling with this same exact thing as the OP, could you possibly share your workflow for some of the images you posted?
  8. Volumesample with Noise

    I've been going down the same route you were trying to figure out how he pulled the rock noise off. Do you think you could elaborate a bit on this?
  9. Really cool, I'll have to check that out further. This was more just for me to learn heightfields. I just finished a maya project using actual lunar data using http://imbrium.mit.edu/EXTRAS/SLDEM2015/TILES/JP2/.
  10. I'm trying to achieve a moon surface with craters that can overlap at least semi correctly and have crater inside crater action. It's going to be eroded and processed after, so it doesn't' have to be totally perfect. I've tried a for- loop with height field layer, but I can't get them to replace each other and overlap correctly, I've also tried a for-loop with feedback with attribute transfer and a vops ramp, but same deal, I can't get them to layer correctly. I played with cops for a while, with a loop in there, but it seems like there has to be a solution using geometry. I've spent a couple days on this, so I'm officially looking for some advice. cratered_terrain_11.hiplc Edit: I haven't had a chance to try it, but maybe I could flatten the terrain in a step before layering in the new crater so it would always be layered over nothing...
  11. That's a pretty nice way of doing it! I appreciate your help. I tend to overthink things the longer I sit here and rack my brain over it.
  12. I'm trying to get a very basic viewport shader representation going for my redshift shaders, although this issue doesn't really have anything to do with redshift... I've added the Diffuse Texture Layers from the parameter interface and my diffuse texture loads fine, but the material is super shiny. I have added all the specular and various other related parameters, but it seems like the specular value doesn't work at all to lower the specular. I can increase the roughness to 1 and that works, but it's still showing specular, just very rough. The Enable Specular checkbox also doesn't work, nor does the specular intensity slider. Turning off the specular component in the High Quality Lighting viewport options doesn't work either. I started from this thread on the RS forums where someone made a nice HDA for the redshift shader to show in the viewport and I was trying to make my own basic version to learn about the openGL viewport stuff. https://www.redshift3d.com/forums/viewthread/24071/P45/#151805
  13. I think I may have figured out what is causing it. It looks like the RS light dome is causing there to always be reflections/specular and doesn't seem to respect the openGL settings...
  14. oh sorry, I didn't realize I was in the customer only section when I pasted that. This is what the guy said, which seems to be the same issue I'm having, except the issue seems to affect more than just the specular map from my experience. I can whip up a sample scene and attach the hda when I get home tonight, but it is pretty simple to recreate, essentially none of the openGL specular controls work when added to any shader.
  15. Houdini needs a hardware accelerated display adapter, I'm going to venture a guess and say that a VM like that doesn't have one.
  16. L-system Growth?

    From looking at the houdini UI sections, it looks like he's essentially taking those chunks of crystals he shows at the beginning and unfolding them kinda like a sectioned robot arm unrolling. Looks like it's just a bunch of those all interpenetrating together happening at once. I don't think it's more complicated than that, but I could be wrong.
  17. Calculating a rotational matrix.

    I know this thread is super old, but I just wanted to say how much this file has helped me. In the process of converting them to vex and having all the different combos of rotations is so awesome!
  18. I’ve got a simple voronoi fracture sim with added edge detail (from Jonny Farmfield's example). An object from two Boolean’d spheres falls and breaks on the ground. Everything is working great except I can’t figure out how to get my RSNoise bump texture to stick to my fractured pieces. I’ve tried to do everything suggested from my search results, but it’s not working. I tried to create a vertex UV attribute as well as a rest SOP to no avail. I’m quite certain it’s something simple. Always is. On a side note, I am creating three point attributes from boolean and fracture groups to pass to my redshift shaders, inside, outside, and ainsideb. This works great and is picked up by RS even though I’ve not specified that the attributes get passed through my assemble SOP. When I do pass them though explicitly they get all jumbled up and don’t correspond to the right points anymore. Does redshift just figure out these attributes on it’s own. They aren’t even listed in the Geometry Spreadsheet yet work correctly. I didn’t want to assume this behavior as it might be messing up other attributes needed for the noise to work. I’ve attached a file. simple.edge.displace.v7.hiplc
  19. Thanks for the reply, I'll give your suggestions a try!
  20. Learning VEX via Animated Gifs - Bees & Bombs

    Hah, thanks. I'm pretty sure I wouldn't never guessed that.
  21. Learning VEX via Animated Gifs - Bees & Bombs

    No matter what I fiddle with, I can't seem to get my viewport in a fresh scene to show the curve width. The attribute is there and it will render in mantra. What's the trick to that?
  22. yay! Thanks for the quick response! I kinda knew it was going to be something involving the shadowy world of matrices that I'm working on understanding. This helps so much!
  23. I'm trying to roll make my own simplified polyExtrude setup that copies primitives from a surface along curves and skins them. I have my flipping normals problems finally fixed thanks to an awesome tip about the entagma parallel transport tutorial, but I can't figure out how to align the copies once I add in the parallel transport. It needs a first normal and I can't seem to come up with a way to get that to align to my source primitives. If anyone has any ideas, or could take a quick look, I would very much appreciate it. point_vop_noise_experiments_17.hiplc
  24. Wow! Thanks, that couldn't have been a more perfect solution to solve the flipping. Works like a charm! Now, if I can just figure out how to get my first normal to match the primitive that's being copied. I tried to set it to the normal of the first point, but it doesn't match. If I turn off all the parallel transport stuff the copy to points matches perfectly, just with no rotations, so I know it can do it. One more puzzle piece... point_vop_noise_experiments_14.hiplc
  25. tl;dr: I'm having some funky normal rotations on only a few line nodes (ones that are nearly aligned to the Z axis) after being wiggled around with a point vop. I've been following along with various tutorials and combined a bunch of stuff together to make a wavy tentacle ball thing. It's basically a subdivided sphere with lines copied to the center of the primitives. I'm using a point vop to give the lines some wavy motion. I am using a for-each to copy the primitive at the base of each line to the points down the line and skin it. I wanted the sphere to be fused with the base of the tentacles, and tried polywire, extrude and sweep, but I couldn't get the control of the profile that I needed at the base. so I ended up with the copy/skin method. I have managed by some small miracle to get the whole thing working great except for the lines that are the closest to being aligned to the -Z axis. It looks like the polyframe is flipping the normals around funky. I've added the regular tangent/normal to normal/up vectors and turned off the up as it wasn't needed and didn't help the situation. I've got the single pass turned on and isolated one of the lines that has the flipping. If the time slider is scrubbed a bit, it becomes more evident. All the other lines except the ones close to this one are fine. Can anyone take a look and see if they can figure it out, it's the last issue and i've been banging my head on the wall for a long time with it. Bonus question: I'm using a vopsop that I copied from an example to align the primitives to 0,0,1 and move them to the origin before my copy to points. This works great, but I tried to recreate it using a point vop and It doesn't seem to work correctly. The working and non working nodes are next to each other in my graph. Why is that? Thanks Edit: I was playing around with the point vop that I am using to give the lines some motion and if I change the noise to 1D then it goes away, but obviously the noise is not really that nice in only 1 dimension, so maybe it has something to do with how I'm applying the noise to the points? Edit: I've attached a simplified scene that exhibits the same problem. point_vop_noise_experiments_10.hiplc simplified_thing_5.hiplc
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