not sure how helpfull is it, but in the mean time you could lift the curve primitive by the closest normal of the skin, create point there, and added to the hair curve and make it a root.
(I think there is a lift under the groom hair node)
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Technical Discussion » Hair grooming - separate root lift
- pelos
- 617 posts
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Technical Discussion » Resample fur
- pelos
- 617 posts
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your questions is not about fur/hair
the resample node will let you specify how many points per curve you want,
before resample you could group the short that needs 4 points, and the other that need 8 points, base LENARC.
the resample node will let you specify how many points per curve you want,
before resample you could group the short that needs 4 points, and the other that need 8 points, base LENARC.
Technical Discussion » how to chop lag base on an attribute per point?
- pelos
- 617 posts
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well if you see the original length of the curve than after the chop is way shorter like the initial geometry changed
I put an example mixing with a vopsop but I wonder how to do all in chops
I put an example mixing with a vopsop but I wonder how to do all in chops
Edited by pelos - Jan. 17, 2019 02:58:37
Technical Discussion » how to chop lag base on an attribute per point?
- pelos
- 617 posts
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I am trying to lag a line, but I want to affect the points base on an a ramp attribute, this is what I have so far.
Technical Discussion » how can initialize an array of arrays in vex?
- pelos
- 617 posts
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mmm can I make a dictionary where values are arrays?
something like that?
mydic{} dic[0]= [1,2,3....]
Edited by pelos - Jan. 6, 2019 23:10:28
Technical Discussion » how can initialize an array of arrays in vex?
- pelos
- 617 posts
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how can initialize an array of arrays in vex?
i know in python would look like
my_array =
for i in range(4):
my_array.append()
print(my_array)
>>>[ , , , , ]
this is how i am trying to do in vex
int liners;
for(int l = 0; l < ch(“loops”); ++l){
int mini_liner;
push(liners, mini_liner);
};
but when i printf i just get
{}
and that's it i was expecting something like {{}, {}, {} }
i know in python would look like
my_array =
for i in range(4):
my_array.append()
print(my_array)
>>>[ , , , , ]
this is how i am trying to do in vex
int liners;
for(int l = 0; l < ch(“loops”); ++l){
int mini_liner;
push(liners, mini_liner);
};
but when i printf i just get
{}
and that's it i was expecting something like {{}, {}, {} }
Technical Discussion » Getting the angle between two 3d vectors in VOP
- pelos
- 617 posts
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thanks symek, just used you trick
I will just add
VEX
float angle = degrees(acos(dot(normal_pt, nn_pt)));
in case you need it on degrees
symek
angle = acos(dot(normalize(v1),normalize(v2)))
I will just add
VEX
float angle = degrees(acos(dot(normal_pt, nn_pt)));
in case you need it on degrees
Technical Discussion » how can i put a list of strings into a detail attribute with python?
- pelos
- 617 posts
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strange I was doing
geo.addAttrib(hou.attribType.Global, “connections”, ) and did work, but didn't work with strings,
thanks
geo.addAttrib(hou.attribType.Global, “connections”, ) and did work, but didn't work with strings,
thanks
Technical Discussion » how can i put a list of strings into a detail attribute with python?
- pelos
- 617 posts
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I am working in a python node, and created a list of strings that I will be using in the next node (attrib wrangler).
maybe I can store it in a different way?
maybe I can store it in a different way?
Technical Discussion » resample a polyline in vex
- pelos
- 617 posts
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is there a function to resample a polyline same as the resample node?
that can give options of putting n points or putting every distance?
thanks guys
that can give options of putting n points or putting every distance?
thanks guys
Technical Discussion » how to find the closest number in geometry (with out considering the current pt)
- pelos
- 617 posts
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Technical Discussion » how to find the closest number in geometry (with out considering the current pt)
- pelos
- 617 posts
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I found something like this but it hast to calculate pops
there is a proximity node inside pops basically that's what I want but with out having to cache it by frames
there is a proximity node inside pops basically that's what I want but with out having to cache it by frames
Technical Discussion » how to find the closest number in geometry (with out considering the current pt)
- pelos
- 617 posts
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I am using near point/expression, but for each point on the loop it return itself, so when it get to the loops grabs point zero position and look for the closest point, and that same point been exactly at the same place it pick up as the closest,
I was expecting the “near point” to look for the nearest point excluding itself(the current point in the loop)
in my example for point zero the closest point is number 10
this is my hip example, how can I find the near point using the same geometry?
(later on I want to be able to select the nearest if they belong to a group, that way I can find the closest root to each root)
I was expecting the “near point” to look for the nearest point excluding itself(the current point in the loop)
in my example for point zero the closest point is number 10
this is my hip example, how can I find the near point using the same geometry?
(later on I want to be able to select the nearest if they belong to a group, that way I can find the closest root to each root)
Edited by pelos - Dec. 29, 2018 22:03:12
Technical Discussion » Fur Sticks to Collision Object
- pelos
- 617 posts
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if they stretch increase the sub sample a and test, that helps a lot since evaluate in between frames and avoid the points of the curve to penetrate the solid object.
Technical Discussion » Long Hair Scene?
- pelos
- 617 posts
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Technical Discussion » Finite Element constraint to animated object
- pelos
- 617 posts
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I haven't found a way to attach/constrain a FEM to a moving object tought the regular constrain nodes might do the trick but none of them worked for me.
Technical Discussion » Scaling hair with character
- pelos
- 617 posts
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or you make a global scale slider to control all the parameters of the character hair, OR??? scale the entire scene and leave the character alone. by the way, you should check Fabio hair system for houdini
Edited by pelos - April 3, 2018 15:57:53
Technical Discussion » How to create an OTL/HDA in a python script
- pelos
- 617 posts
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Technical Discussion » Possible to copy paste a node from one machine to another?
- pelos
- 617 posts
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you can just copy that file, .cpio as tamte mention and put in on some one else computer, then you just control+V
Technical Discussion » windy hair collision penetrations
- pelos
- 617 posts
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you can also use the a collision object, i would create a big blob that have the shape of the head (avoid having open areas like eyelids or mouth)
i would play with the subframes and increase the solver resolution. and i would use a regular wind node
check fabio for houdini, comes with a lot of tools
http://polybevel.wixsite.com/fabio-hair-system [polybevel.wixsite.com]
i would play with the subframes and increase the solver resolution. and i would use a regular wind node
check fabio for houdini, comes with a lot of tools
http://polybevel.wixsite.com/fabio-hair-system [polybevel.wixsite.com]
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