edward Posted October 1, 2002 Share Posted October 1, 2002 Sorry, it took a bit but the example hip file is now posted on the community website at http://www.sidefx.com/community/index.html It can be smarter using the Ray SOP but it's a nice procedural example that involves the use of VOPs. -Edward Quote Link to comment Share on other sites More sharing options...
MG Posted October 1, 2002 Share Posted October 1, 2002 Wow, that's pretty cool. And it seems that od[force] is having quite some influence on the SESI site Quote Link to comment Share on other sites More sharing options...
MG Posted October 1, 2002 Share Posted October 1, 2002 [Delete this post please] Quote Link to comment Share on other sites More sharing options...
Peng Posted October 2, 2002 Share Posted October 2, 2002 That is so cool. The genius is in simlplicity Quote Link to comment Share on other sites More sharing options...
thekenny Posted October 2, 2002 Share Posted October 2, 2002 it is a nice piece of work and things in 5.5 do make the effect easier than it was back in 4.### [have to love VOPs] i still haven't seen you guys come up with a way to handle the pins which represent gemometry like the statue of liberty[arm, crown], and the bridge. these pins floated above the table surface when tiggered. it was a cheat which broke the comparison with those desktop toys of pin reliefs. straight displacement from a image won't help you there. but as i said before the power of houdini will allow a user to achieve the same effect in number of different methods. i'd can't disclose how we did it. but you guys have come so far.. it would be a shame not to go all the way. so i guess i'm setting the challenge a bit higher now. -k Quote Link to comment Share on other sites More sharing options...
Peng Posted October 2, 2002 Share Posted October 2, 2002 Can't you do it with second map file ?? one for displacement and one for transformation in Y. Quote Link to comment Share on other sites More sharing options...
Stremik Posted October 2, 2002 Share Posted October 2, 2002 I can do it with Lego blocks Quote Link to comment Share on other sites More sharing options...
plan9 Posted October 2, 2002 Share Posted October 2, 2002 the kenny wrote: "come up with a way to handle the pins which represent gemometry like the statue of liberty[arm, crown], and the bridge" challenge accepted Quote Link to comment Share on other sites More sharing options...
sirogi Posted October 2, 2002 Share Posted October 2, 2002 statue of liberty[arm, crown], and the bridge. these pins floated above the table surface when tiggered. it was a cheat which broke the comparison with those desktop toys of pin reliefs. AAARGHH...yea! I thought about these guys right after the movie was out....that's why (at the time) I thought of voxels! but then again the displacement tricks worked well enough, I *chose* to forget about it... I think you could generate vertical cross-sections of your modelled objects at regular intervals (think visible human), and then break down every contour into squre profiles (think quantization)...then extrude every profile laterally by an amount equal to the cross-section spacing... kinda gets rid of the top/down approach... don't have the specifics, though..... I'm curious, is the method still subject to an NDA? Quote Link to comment Share on other sites More sharing options...
danteA Posted October 2, 2002 Author Share Posted October 2, 2002 Why not just have fixed length pins that rise to the requested height? You could vary the length according to your geometry. Quote Link to comment Share on other sites More sharing options...
Stremik Posted October 2, 2002 Share Posted October 2, 2002 i still haven't seen you guys come up with a way to handle the pins which represent gemometry like the statue of liberty How about Delete SOP? Quote Link to comment Share on other sites More sharing options...
plan9 Posted October 2, 2002 Share Posted October 2, 2002 sirogi wrote: "I think you could generate vertical cross-sections of your modelled objects at regular intervals (think visible human), and then break down every contour into squre profiles (think quantization)...then extrude every profile laterally by an amount equal to the cross-section spacing..." yes yes, was thinking something similar *visible human*...but i havent seen the effect in awhile (since i saw it in the theatres)....gonna have to watch it again danteA - could possibly take geometry, pass rays through the bottom of the model and fill it from there...*kinda like a casting a mold* ..is that what you mean? would be clever Mike C. Quote Link to comment Share on other sites More sharing options...
danteA Posted October 3, 2002 Author Share Posted October 3, 2002 danteA - could possibly take geometry, pass rays through the bottom of the model and fill it from there...*kinda like a casting a mold* ..is that what you mean? would be clever Actually, I didn't really think it through and now I realize the sirogi's idea is the best I can think of too. (I didn't consider geometry that had hollow spaces in them before.) Ray the grid points onto your geometry using farthest intersection. Copy stamp boxes to all the rayed points at the corresponding height. Now boolean/cookie intersect these copied boxes with the original geometry. This gives you the pins required to animate up and down. Now you have to somehow figure out which boxes correspond to which pin though, which I have no idea how. dante Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted October 3, 2002 Share Posted October 3, 2002 Hehheh. I use Ray SOP to solved mine. Which was why I finally realized how freaking awesome Ray SOP was. Now just need to figure something else out with it. Quote Link to comment Share on other sites More sharing options...
sirogi Posted October 3, 2002 Share Posted October 3, 2002 Why not just have fixed length pins that rise to the requested height? You could vary the length according to your geometry. ...because that would leave holes where the pins were.... besides, who said you only have one overhang in the geometry, maybe there is more than one..... needing more than one pin stacked vertically.... cheers! Quote Link to comment Share on other sites More sharing options...
danteA Posted October 3, 2002 Author Share Posted October 3, 2002 sirogi: holes in the table could easily be covered up. but yeah, like I said in the above reply that I didn't consider hollows inside the geometry. Quote Link to comment Share on other sites More sharing options...
sirogi Posted October 3, 2002 Share Posted October 3, 2002 whoops...replied before looking at your last post...all good. guess there were 36 ways to skin a cat with the old houdini, and 3600 with the new one! Cheers! (sorry 'bout the cat thing, eh Jens? ) Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted October 3, 2002 Share Posted October 3, 2002 Don't tell me... Aside from figuring out the pin table, you guys also found various way to skin that poor... ... ...... ........... ...Just kidding. Quote Link to comment Share on other sites More sharing options...
danteA Posted October 27, 2002 Author Share Posted October 27, 2002 Think it's easy to build a hexagon table??? Well, now that we know the answer, of course it is, but getting there took a little time, for whatever reason. In spirit of that, try the hex grid table SOP (optype) attached. SOP_hexgrid.zip Quote Link to comment Share on other sites More sharing options...
Jason Posted October 29, 2002 Share Posted October 29, 2002 Hope you don't mind - I posted this up on odforce's codex. I love .optypes! Quote Link to comment Share on other sites More sharing options...
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