detail("../geo2/attribpromote1", area, 0)
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Technical Discussion » Using Detail attribute for light intensity?
- brianBurke
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pretty straightforward to do using the ‘detail’ expression in the intensity parameter of your light. if your attribute promote node was in ‘geo1’ and named ‘attribpromote1’ that would look like
Technical Discussion » How to bake motion FX to keyframes?
- brianBurke
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if you jump down into your motionfx chop network, you can find the chop that's exporting back to your animated parameters. its visible by having the orange export flag enabled, on the left side of the chop node. to bake this chop to keyframes, left click on it and navigate to ‘save’. from the ‘save’ submenu, you can select ‘edit data channels’. this will pop up the fit to keyframes dialog. if you set the fitting tolerance to 0 from the ‘fit panel’ and click ‘copy to export destination’, you will bake your motionfx to keyframes.
the export chop has the orange flag
hope this helps!
b
the export chop has the orange flag
hope this helps!
b
Houdini Lounge » rendering SDF as fog
- brianBurke
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hi tamte. i don't know about a mantra property for this, but thresholding the surface field in the shader and rendering that as density works to do what you are describing.
here's an example:
here's an example:
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Edited by brianBurke - Dec. 3, 2018 22:20:56
Technical Discussion » Resample Curve Based on Its Lenght
- brianBurke
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howdy frankie. if you replace @perimeter with a ‘prim’ expression, you can get the result you want.
here's the expression:
here's the expression:
prim("../measure1", 0, perimeter, 0)
Technical Discussion » Collapsing transformations
- brianBurke
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perhaps a good way to approach this would be to pack the geometries in your hierarchy and object merge these packed geometries into a new object. this would preserve the transforms as primitive intrinsic attributes on the packed primitives, and allow you to do your material assignments with a packed edit sop.
Technical Discussion » Normal direction is wanky
- brianBurke
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here's an example of the exact same setup, using a wrangle rather than a vop. hopefully this relieves your brain pain <grin>.
Technical Discussion » Normal direction is wanky
- brianBurke
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howdy ian d cg art. the constant connected to a parameter is the vop representation of creating a geometric attribute, in this case a vector attribute called up assigned to each point. you could do the same thing with a wrangle node. it would look like this.
this attribute is interpreted by the copy to points sop when it transforms your geometry to the template points. specifically, the copy to points sop builds a matrix using the template point position for position, the normal in with the up vector (using a cross product) for the rotation, and any scale or pscale attributes you might create for the scale.
vector @up = {0, 1, 0};
this attribute is interpreted by the copy to points sop when it transforms your geometry to the template points. specifically, the copy to points sop builds a matrix using the template point position for position, the normal in with the up vector (using a cross product) for the rotation, and any scale or pscale attributes you might create for the scale.
Edited by brianBurke - Nov. 12, 2018 15:51:45
Technical Discussion » Normal direction is wanky
- brianBurke
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there's a pretty easy fix. by adding an ‘up vector’ you can ensure that the copied boxes are uniformly rotated around the normal.
here's an example!
here's an example!
Houdini Indie and Apprentice » Making Procedural Cliff advice
- brianBurke
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two main ways to do this nic. first thing you'll want to do is to export your field as ‘surface’ rather than ‘density’. its as easy as changing the name of your export variable in your vop or wrangle.
to displace your ‘surface’ field, you can either displace the lookup or offset the field. displacing the lookup has the effect of moving the surface around in space based on your noise field (vector noise). offsetting the field is changing where in the volume the limit surface is drawn based on the noise (float noise). the differences are subtle but appreciable. here's an example of both.
to displace your ‘surface’ field, you can either displace the lookup or offset the field. displacing the lookup has the effect of moving the surface around in space based on your noise field (vector noise). offsetting the field is changing where in the volume the limit surface is drawn based on the noise (float noise). the differences are subtle but appreciable. here's an example of both.
Technical Discussion » Rounded Edge Example?
- brianBurke
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not too much going on, just the ‘rounded_edge’ vop plugged into the normal parameter of the surface shader as if it was a bumped normal. the normal is rounded based on a ray fired a short distance to test for proximal geometry and to test the angle of that surface relative to the ray's source. you can see this break down when the geometry overlaps upon itself.
Edited by brianBurke - Oct. 5, 2018 18:16:19
Technical Discussion » Particle banking rotation
- brianBurke
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howdy josh. a relatively efficient but somewhat brute-force way to do this would be to blur your input velocity over time. here's an example of averaging your velocity between seven frames that seems to eradicate your jitter.
Technical Discussion » Conveyor belt physics won't work, help!
- brianBurke
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hi victor. perhaps you would get better results if you built the dop collision object as discrete transforming segments rather than a solid chunk of deforming geo. if you build these segments with the ‘copy to points’ sop with ‘pack and instance’ enabled, the ‘rbd packed object’ dop interprets this geometry very efficiently.
here's an example.
p.s. your procedural model is very cool!
here's an example.
Image Not Found
p.s. your procedural model is very cool!
Edited by brianBurke - Oct. 1, 2018 20:19:52
Technical Discussion » Shader issues
- brianBurke
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howdy. since you're rendering in pbr, creating a ‘constant’ or ‘emissive’ effect requires an export parameter named Ce. if you create a vector parm, name it Ce, set it to export always, and plug in your ouput color (the node named ‘multiply2’) into the input, the shader will work as expected.
you could also change this to the modern parlance by using a classic shader or principled shader with full refraction and an ior of 1, and plugging this color into emission.
-b
you could also change this to the modern parlance by using a classic shader or principled shader with full refraction and an ior of 1, and plugging this color into emission.
-b
Technical Discussion » Animate a tube following a curve
- brianBurke
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cheers gz. the polyframe and the vop are creating a normal and up-vector for the copy-to-points sop to use to align the circles along the curve.
Technical Discussion » Animate a tube following a curve
- brianBurke
- 192 posts
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plenty of ways to skin a cat, but an animated carve sop could be a good way to achieve this.
here's an example
here's an example
Image Not Found
Edited by brianBurke - Sept. 17, 2018 12:00:08
Houdini Lounge » I can't understand something about maketransform VEX function in docs.
- brianBurke
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hi garry. if non-normalized vectors are used to build a matrix ie
the non-one length of the vectors will result in a scale effect of the matrix in addition to the rotation. since the lengths of these vectors are not the same, this results in a shear.
normalizing the vectors results in a rotation-only matrix.
here's an example showing the effect
vector n_n = { 0.5, 0.5, 0 }; vector n_up = { 0.5, 0, 1 }; mtx = maketransform(n_n, n_up);
the non-one length of the vectors will result in a scale effect of the matrix in addition to the rotation. since the lengths of these vectors are not the same, this results in a shear.
normalizing the vectors results in a rotation-only matrix.
here's an example showing the effect
Technical Discussion » Using Spotlight/Area lights exposure to reveal / blend texture maps?
- brianBurke
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hi adriano. you can create a custom light that will do this. using message passing via the illuminance loop, you can pass any variables between the light and the surface. the illuminance loop is a pretty out-dated tool, but can be useful for doing hacky things like this.
in this example, i pass a variable named ‘reveal’ from the light to the surface using a custom light shader and an illuminance loop call in the material.
in this example, i pass a variable named ‘reveal’ from the light to the surface using a custom light shader and an illuminance loop call in the material.
Houdini Learning Materials » Tension Map learning
- brianBurke
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Technical Discussion » Procedural UV Mapping + Decals
- brianBurke
- 192 posts
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in the material bulder, you can set the ‘wrap’ mode on the texture vop to ‘decal’.
Edited by brianBurke - Sept. 11, 2017 13:46:08
Technical Discussion » Need workflow suggestions for making dense tubular shapes
- brianBurke
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howdy larkis. there's tons of ways one could create this, but here's an example of one good workflow:
- create your free-form path using the draw curve tool in the viewport
- create a profile shape, like a sphere
- scatter points inside the profile shape
- animate the scattered points along your free-form path
- accumulate the points over time using the trail sop or the solver sop
- connect the points into lines using the add sop
- convert the lines into polygons using vdbs
Edited by brianBurke - Aug. 11, 2017 14:38:25
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