OK I got it~
Thanks for the reply alonzo.gfx!
It is interesting
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Houdini Lounge » Switch to Houdini "impossible"?
- 12Monkey
- 9 posts
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Houdini Lounge » Switch to Houdini "impossible"?
- 12Monkey
- 9 posts
- Offline
Just out of curiosity, what is that “42” you guys are talking about?
Is it a web site or what?
Is it a web site or what?
Technical Discussion » Questions about LSystem
- 12Monkey
- 9 posts
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Thanks very much mooklightkiss!
But I still dont quite get it, so I'll do it step by step here to find out where I did wrong.
Here are the rules:
Premise: F(0.1)X
Rule1: X=F(h)FX
Rule2: F(h)=F(h+0.005)
——————
//// G0 -> G1 ////
——————
//F(0.1)X will be replaced, I'll do it one by one
F(0.1) -> F(0.1 + 0.005) -> F(0.105) //rule2
X -> F(0.1)FX //rule1 and this is what it should be(I think…)
//so result will be
F(0.105)F(0.1)FX
——————
//// G1 -> G2 ////
——————
//F(0.105)F(0.1)FX will be replaced, I'll do it one by one
F(0.105) -> F(0.105 + 0.005) -> F(0.11) //rule2
F(0.1) -> F(0.1 + 0.005) -> F(0.105) //rule2
F -> F(0 + 0.005) -> F(0.005) //rule2 and a intreseting effect here, because F will be assumed as F(0)
X -> F(0)FX //rule1, and this is what I dont get, the rule 1 says X = F(h)FX and the (h) is defined in premise as 0.1, so why it give me a 0?
THANKS FOR THAT GREAT LINK!!
It is a straight line, because that will make it easier for me to learn.
Thanks again!!
But I still dont quite get it, so I'll do it step by step here to find out where I did wrong.
Here are the rules:
Premise: F(0.1)X
Rule1: X=F(h)FX
Rule2: F(h)=F(h+0.005)
——————
//// G0 -> G1 ////
——————
//F(0.1)X will be replaced, I'll do it one by one
F(0.1) -> F(0.1 + 0.005) -> F(0.105) //rule2
X -> F(0.1)FX //rule1 and this is what it should be(I think…)
//so result will be
F(0.105)F(0.1)FX
——————
//// G1 -> G2 ////
——————
//F(0.105)F(0.1)FX will be replaced, I'll do it one by one
F(0.105) -> F(0.105 + 0.005) -> F(0.11) //rule2
F(0.1) -> F(0.1 + 0.005) -> F(0.105) //rule2
F -> F(0 + 0.005) -> F(0.005) //rule2 and a intreseting effect here, because F will be assumed as F(0)
X -> F(0)FX //rule1, and this is what I dont get, the rule 1 says X = F(h)FX and the (h) is defined in premise as 0.1, so why it give me a 0?
THANKS FOR THAT GREAT LINK!!
It is a straight line, because that will make it easier for me to learn.
Thanks again!!
Technical Discussion » Questions about LSystem
- 12Monkey
- 9 posts
- Offline
Thanks for the answer moonlightkiss!
So the last “F” at G1 is assumed as F(0) at next generation even if its length is 0.1 at current generation.
But you didnt answer my first question. What I mean is why “X” is been replaced differently. G0 -> G1 its been replaced with F(0.1)FX, but G1 -> G2 its been replaced differently, its been replaced with F(0)FX, not F(0.1)FX anymore.
For question 3. So I accidently used a already existed local variable “x”, but does that means I can use any other characters except characters that been used as local variable?
Question 4. Thanks for the explainations. Can I use expressions and commands which return float value between 0 and 1 behind symbol “:”? And do they have the same effect as a simple float value.
And finally something about houdini docs, I looked at LSystem's example scenes, but they are all too simple, not much thing to learn from there, and those example scenes didnt answer my questions. So where can I find some better LSystem examples more practical ones.
Thanks again !!
So the last “F” at G1 is assumed as F(0) at next generation even if its length is 0.1 at current generation.
But you didnt answer my first question. What I mean is why “X” is been replaced differently. G0 -> G1 its been replaced with F(0.1)FX, but G1 -> G2 its been replaced differently, its been replaced with F(0)FX, not F(0.1)FX anymore.
For question 3. So I accidently used a already existed local variable “x”, but does that means I can use any other characters except characters that been used as local variable?
Question 4. Thanks for the explainations. Can I use expressions and commands which return float value between 0 and 1 behind symbol “:”? And do they have the same effect as a simple float value.
And finally something about houdini docs, I looked at LSystem's example scenes, but they are all too simple, not much thing to learn from there, and those example scenes didnt answer my questions. So where can I find some better LSystem examples more practical ones.
Thanks again !!
Technical Discussion » Questions about LSystem
- 12Monkey
- 9 posts
- Offline
Here are the rules:
Premise: F(0.1)X
Rule1: X=F(h)FX
Rule2: F(h)=F(h+0.005)
————————————
at G0(generation 0): F(0.1)X
G1: F(0.105)F(0.1)FX
G2: F(0.11)F(0.105)F(0.005)F(0)FX
————————————
from G0 to G1 X is been replaced with F(0.1)FX, but from G1 to G2 X is been replace with F(0)FX, and after G2 X is always been replaced with F(0)FX. Why is that?? Shouldnt it always take the number 0.1 which is been defined in Premise??
/////////////////////////////////////////
And another question:
At G1, the last F's(the F before X) length is 0.1 which I think is the value of Step Size attribute. But at G2 THAT F's length is 0.005 which seems its value should be 0 at G1. Why is this weird behavior?
And another question about F(h), when I replace character h with some other character like “v”, thats no problem, the result is the same, but when I use character “x”, the result is nolonger the same, my question is: is there a certain rule for that paremeter?
/////////////////////////////////////////
Another question:
Premise: FX
Rule1: X=/(137.5)FX:0.5
Rule2: X=/(137.5)FX
————————————
What does symbol ":" mean? Is there other symbols that can be used here except those listed in Home->Operators->Surface/Geometry Operators (SOPs)->LSystem. I cant fine them in houdini documents. Or is there any??
Thanks in advance!!
Premise: F(0.1)X
Rule1: X=F(h)FX
Rule2: F(h)=F(h+0.005)
————————————
at G0(generation 0): F(0.1)X
G1: F(0.105)F(0.1)FX
G2: F(0.11)F(0.105)F(0.005)F(0)FX
————————————
from G0 to G1 X is been replaced with F(0.1)FX, but from G1 to G2 X is been replace with F(0)FX, and after G2 X is always been replaced with F(0)FX. Why is that?? Shouldnt it always take the number 0.1 which is been defined in Premise??
/////////////////////////////////////////
And another question:
At G1, the last F's(the F before X) length is 0.1 which I think is the value of Step Size attribute. But at G2 THAT F's length is 0.005 which seems its value should be 0 at G1. Why is this weird behavior?
And another question about F(h), when I replace character h with some other character like “v”, thats no problem, the result is the same, but when I use character “x”, the result is nolonger the same, my question is: is there a certain rule for that paremeter?
/////////////////////////////////////////
Another question:
Premise: FX
Rule1: X=/(137.5)FX:0.5
Rule2: X=/(137.5)FX
————————————
What does symbol ":" mean? Is there other symbols that can be used here except those listed in Home->Operators->Surface/Geometry Operators (SOPs)->LSystem. I cant fine them in houdini documents. Or is there any??
Thanks in advance!!
Technical Discussion » wierd behavior of cookie sop, return nothing from 2nd input!
- 12Monkey
- 9 posts
- Offline
Thanks for the advice Simon!
I sure will check them in my further project.
Thanks very much!
I sure will check them in my further project.
Thanks very much!
Technical Discussion » wierd behavior of cookie sop, return nothing from 2nd input!
- 12Monkey
- 9 posts
- Offline
Thanks very much !!
It is normal problem. After I reverse the normal, everything is OK now. Thanks again!
Havent try that plugin yet, but thanks for the link!
It is normal problem. After I reverse the normal, everything is OK now. Thanks again!
Havent try that plugin yet, but thanks for the link!
Technical Discussion » wierd behavior of cookie sop, return nothing from 2nd input!
- 12Monkey
- 9 posts
- Offline
Thanks for the tip Simon, but its no use, I still cant get anything out of 2nd input(grid)
And I also found how many pieces is irrelevant, what matters is which branch you are working on.
eg.
I have a ball and grid, I use grid to cut ball, and the ball become two pieces, and you continue to cut left branch(keep inside A and keep inside B, from here on i will refer it as left branch), there will be no problem, but when you switch to cut the right branch(keep inside B and keep outside A), then you will get nothing from grid(I always use ball as 1st input and grid as 2nd input). Fuse or not wont make any defferent.
And I also wander, is there a easy way to cut something into pieces? Like what maya can do, or some tricks like copy and stamp, but I think copy stamp trick is not that usefull when you dealing with cookie SOP.
Thanks in advance!!
And I also found how many pieces is irrelevant, what matters is which branch you are working on.
eg.
I have a ball and grid, I use grid to cut ball, and the ball become two pieces, and you continue to cut left branch(keep inside A and keep inside B, from here on i will refer it as left branch), there will be no problem, but when you switch to cut the right branch(keep inside B and keep outside A), then you will get nothing from grid(I always use ball as 1st input and grid as 2nd input). Fuse or not wont make any defferent.
And I also wander, is there a easy way to cut something into pieces? Like what maya can do, or some tricks like copy and stamp, but I think copy stamp trick is not that usefull when you dealing with cookie SOP.
Thanks in advance!!
Technical Discussion » wierd behavior of cookie sop, return nothing from 2nd input!
- 12Monkey
- 9 posts
- Offline
I tried to search “cookie sop”, but it gave me 2xxx matches, so ill save myself the trouble and ask away.
what i did is use cookie sop shatter a simple ball with a grid(fractal), but after i got 5 or 6 pieces(these 5 or 6 pieces can be done with no prob) of the ball i can never get anything out of the second input(keep inside B, here i always use grid as 2nd input, and i already tried to move and rotate the grid, but its no use), why is that? anybody have the same problem?
Thanks!!
what i did is use cookie sop shatter a simple ball with a grid(fractal), but after i got 5 or 6 pieces(these 5 or 6 pieces can be done with no prob) of the ball i can never get anything out of the second input(keep inside B, here i always use grid as 2nd input, and i already tried to move and rotate the grid, but its no use), why is that? anybody have the same problem?
Thanks!!
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