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Found 17 posts.

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Technical Discussion » Instance jitter after copytopoint

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HenDaSheng
17 posts
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 Jan. 9, 2023 03:00:25


Another way is to add Mountain Animation after scatter,To keep the two Mountain parameters that control the dynamics the same.

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Technical Discussion » Instance jitter after copytopoint

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HenDaSheng
17 posts
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 Dec. 31, 2022 10:09:05
坦特
scatter on static geo
then attribute interpolate P N and up from deforming geo

also note it's important to have both, N and up attributes to get stable rotation, not just N
(alternatively you can also use orient or transform attributes)
This is great, thanks for your help!
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Technical Discussion » Instance jitter after copytopoint

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HenDaSheng
17 posts
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 Dec. 30, 2022 10:48:08
HenDaSheng


I try to place the instance on the dynamic grid, the problem now is that the instance keeps shaking, how can I fix the position of the instance?

Thank you for your help!


I thought of a way to turn off the scatter, which can solve the problem of jitter, but the new problem is that the quantity cannot be controlled.

Edited by HenDaSheng - Dec. 30, 2022 10:48:25
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Technical Discussion » Instance jitter after copytopoint

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HenDaSheng
17 posts
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 Dec. 30, 2022 10:11:18


I try to place the instance on the dynamic grid, the problem now is that the instance keeps shaking, how can I fix the position of the instance?

Thank you for your help!

Edited by HenDaSheng - Dec. 30, 2022 10:11:48
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Technical Discussion » UV missing on alembic export

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HenDaSheng
17 posts
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 Nov. 24, 2022 06:40:08
I also encountered a similar problem.

In `rop_alembic -> Geometry -> Additional UV Attributes` add `uv*`.



This way all uv can be output to the abc file.

Edited by HenDaSheng - Nov. 24, 2022 06:40:40
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Technical Discussion » How to set various pressure values in vellum

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HenDaSheng
17 posts
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 Nov. 1, 2022 11:17:11
AslakKS
It's probably because the "i@my_id" needs to be a prim attribute not point. (you can promote it after your copy to points)
Vellum constraint properties runs over prims, so it cant find your id attribute



Thank you for your reply. I tried to add "attribute promote", but it still doesn't work. Is there something wrong with my "attribute promote" setting?
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Technical Discussion » How to set various pressure values in vellum

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HenDaSheng
17 posts
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 Nov. 1, 2022 03:14:04
Enivob
You could activate Use VEXpression. Add a custom id to identify each sphere, and supply an alternate value to restscale over time.
if(i@my_id==0){restscale = fit(@Frame,1,48,1,10);}
if(i@my_id==1){restscale = fit(@Frame,1,56,1,4);}
if(i@my_id==2){restscale = fit(@Frame,1,60,1,30);}
if(i@my_id==3){restscale = fit(@Frame,1,24,1,9);}
if(i@my_id==4){restscale = fit(@Frame,1,72,1,17);}

According to the idea you provided, I first defined the id attribute for each sphere.

And then set different restscales according to the id attribute through VEXpression in slover.

But the result does not seem to identify "i@my_id>4", may I ask why?


Looking forward to your reply
Edited by HenDaSheng - Nov. 1, 2022 03:15:35
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Technical Discussion » How to set various pressure values in vellum

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HenDaSheng
17 posts
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 Oct. 31, 2022 14:13:29
Enivob
Enivob
Thanks for your help, I'll do some concrete tests next, thanks a lot!
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Technical Discussion » How to set various pressure values in vellum

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HenDaSheng
17 posts
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 Oct. 31, 2022 12:13:56


Currently I can add the same pressure to multiple spheres, what has been bothering me lately is how to apply different pressure values in the simulation (e.g. 5 for the red sphere, 2 for other colors), or set different stretch values for the cloth, I Thinking they're similar in principle.

I've tried looking up information, but haven't been able to find an introduction to this. Do you have any good solution? Thank you for your help!



Edited by HenDaSheng - Oct. 31, 2022 12:24:11
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Technical Discussion » About VEX Noise direction offset problem.

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HenDaSheng
17 posts
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 Oct. 14, 2022 02:37:03
animatrix_
The bounds of alligator noise is 0-1, so you need to remap it if you want it zero centered:

vector active_v = anoise(v@P * freq + off, turbulence, rough, atten);

active_v = fit ( active_v, 0, 0.7, -1, 1 ); // You can play with 0.7 to center the values based on your geometry.

active_v = active_v * amp * mult_height;

Thanks for your help, this is my attempt, adding the mapping of color and pscale on the basis of noise, friends who encounter similar problems can refer to.

vector freq = chv("freq");
vector off = chv("freq_off");
vector amp = @Cd.r;
float rough = chf("rough");
float atten = 1;
float turbulence = chf("turb");

vector mult_height = chv("mult_height");
vector active_v = anoise(v@P * freq + off, turbulence, rough, atten);

active_v = fit(active_v, 0, 0.7, -1, 1) * amp * mult_height;

v@P += active_v;
v@P.y += mult_height.y;

v@Cd = fit01(v@P.y, 0, 1);

@pscale = chramp("scale", @Cd.r) * chf("scale_mult") * 0.03;
v@Cd = chramp("color",v@P.y);
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Technical Discussion » About VEX Noise direction offset problem.

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HenDaSheng
17 posts
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 Oct. 13, 2022 05:25:03
罗伯特
You are offsetting it in your parameters right? I don't get what behavior is wrong exactly? What are you trying to achieve?
Thank you for your reply, I hope it can be offset in the four directions of x, -x, y, -y, and now it only offsets in two directions of x, y (as shown in the picture).
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Technical Discussion » About VEX Noise direction offset problem.

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HenDaSheng
17 posts
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 Oct. 13, 2022 04:52:16
I implemented the noise according to the method of VEX Noise [www.sidefx.com], but the final result is that the whole is offset in the +x, +y direction. Is there a way to offset this offset?

Thanks for your help!



VEX Code
vector freq = chv("freq");
vector off = chv("freq_off");
vector amp = @Cd.r;
float rough = chf("rough");
float atten = 1;
float turbulence = chf("turb");

float mult_height = chf("mult_height");
vector active_v = anoise(v@P * freq + off, turbulence, rough, atten) * amp * mult_height;

v@P += active_v;

v@Cd = fit01(active_v.y, 0, 1);

f@pscale = 0.01;
v@Cd = chramp("color", active_v.y);
Edited by HenDaSheng - Oct. 13, 2022 04:55:45
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Technical Discussion » Issues with Karma renderer using OpenColorIO

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HenDaSheng
17 posts
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 Sept. 14, 2022 03:53:41
Enivob
I ran into that problem as well. Try setting your Output space to data and your input space to srgb_texture, then render to disk. Also, set the color space on the texture node to srgb_texture as well. Then, in the viewport disable all color correction, or verify your image using a non-houdini tool like Photoshop.

Thank you for your help, but I still can't solve it, I will continue to think of a way.
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Technical Discussion » Issues with Karma renderer using OpenColorIO

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HenDaSheng
17 posts
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 Sept. 14, 2022 03:47:17
made-by-geoff
I'm not 100% but I don't know if "aces" is an acceptable output space. Wouldn't it need to be ACEScg or ACES2065-1 or something like that. Use the menu on the right of the Output space field to see the available color spaces.

ACEScg has been working with Karma on my end.

Thanks, the options on the right side of the output space field still don't work on the output image, is there anything else that needs to be set?
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Technical Discussion » Issues with Karma renderer using OpenColorIO

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HenDaSheng
17 posts
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 Sept. 13, 2022 07:29:47
I have OpenColorIO installed and it displays successfully in the view, this is what I see in the view.


However, the image output using Karma is the original color (not colorized by OpenColorIO).



Here is my Karma setup.


Have you ever encountered such a problem? How did you solve it?

thank you very much for your help.
Edited by HenDaSheng - Sept. 13, 2022 07:30:44
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Houdini Learning Materials » POP Instance question

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HenDaSheng
17 posts
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 Aug. 10, 2022 06:25:18

I solved this problem with the "Instance Node".
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Technical Discussion » Vellum cloth interacts with vellum grain

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HenDaSheng
17 posts
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 July 27, 2022 08:00:07
I tried to get Vellum Cloth and Vellum Grain to interact, and I almost succeeded, but the fabric kept shaking at the end.





What is the cause of this and how can I fix it?

Thanks for your help!
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