int numiterations = chi("number_of_iterations"); float gravity = chf("gravity"); float max_search_distance = chf("max_search_distance"); vector last_position = @P; for (int _i=0; _i < numiterations; _i++) { // Move with gravity // | // | // v vector new_position = last_position + set(0, -gravity, 0); // Resolve collision // // _____| // / | // / |\ // / v --> // \____ // last_position = minpos(1, "", new_position, max_search_distance); int ptnum = addpoint(0, last_position); setpointattrib(0, "id", ptnum, @ptnum); }
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Technical Discussion » Gradient Descent
- negow
- 27 posts
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I ported the example to VEX, thought it might be helpful even though the thread is a few years now.
Technical Discussion » Feed Maya shape node with geo from Houdini
- negow
- 27 posts
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Technical Discussion » Feed Maya shape node with geo from Houdini
- negow
- 27 posts
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Did some checking up on COM as well which looks interesting.
Please forgive my poor programming knowledge but, to use COM, one would essentially need to write plug-ins for both Houdini and Maya, right?
Please forgive my poor programming knowledge but, to use COM, one would essentially need to write plug-ins for both Houdini and Maya, right?
Technical Discussion » Feed Maya shape node with geo from Houdini
- negow
- 27 posts
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) Well, I figured it might not work. And yes, a file on disk might do the trick..
I assume channels and other simpler means of communication would be out of the question aswell then?
I've got this rig running in maya with animation only, and one in houdini that runs by the same animation and weilds some hou magic. For the animators to preview their final meshes, my current solution is to bake the rig (controls, joints) to disk, import this in houdini and have it perform the same animation along with some magic and do the flipbooking in there.
This gets very cumbersom for my lovely but fairly untechnical animators )
You get what I'm after though right?
I assume channels and other simpler means of communication would be out of the question aswell then?
I've got this rig running in maya with animation only, and one in houdini that runs by the same animation and weilds some hou magic. For the animators to preview their final meshes, my current solution is to bake the rig (controls, joints) to disk, import this in houdini and have it perform the same animation along with some magic and do the flipbooking in there.
This gets very cumbersom for my lovely but fairly untechnical animators )
You get what I'm after though right?
Technical Discussion » Feed Maya shape node with geo from Houdini
- negow
- 27 posts
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Oh no, you misunderstood. File formats isn't a question as I'm not looking to write anything out, the “write to disk/memory” was simply an analogy.
I'm looking for a direct connect between hou and maya. Like between Houdini and the graphics card. But instead of communicating with that, it communicates with Maya (or any other app, since this is in no way specific to maya) which in turn communicates with the graphics card like usual.
An outlet of vertex information from houdini, that would make Houdini look like a shapenode in Maya's hypergraph. Like any other of Maya's shape nodes.
Thanks though )
I'm looking for a direct connect between hou and maya. Like between Houdini and the graphics card. But instead of communicating with that, it communicates with Maya (or any other app, since this is in no way specific to maya) which in turn communicates with the graphics card like usual.
An outlet of vertex information from houdini, that would make Houdini look like a shapenode in Maya's hypergraph. Like any other of Maya's shape nodes.
Thanks though )
Technical Discussion » Feed Maya shape node with geo from Houdini
- negow
- 27 posts
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Is this an odd request?
I'm basically asking for the same connectivity between Maya and Houdini, as though Houdini were a plugin for Maya.. If one could write geo to disk, I'd imaging you could write it to memory, and from there maya could read from memory as if it were from disk. Only a bit faster.
I'm basically asking for the same connectivity between Maya and Houdini, as though Houdini were a plugin for Maya.. If one could write geo to disk, I'd imaging you could write it to memory, and from there maya could read from memory as if it were from disk. Only a bit faster.
Technical Discussion » Feed Maya shape node with geo from Houdini
- negow
- 27 posts
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Just wanted a general check up on this.
I'd like to have my maya shape node get vertex information along with uv's from an output node in Houdini.
Like, box -> polyextrude -> null(Output) >>> polyCube1Shape.
Via python or perhaps c++?
Ultimately I'd like to run an animated geo from maya through houdini, and back again for playblast in maya without the user knowing what's happening under the hood.
I'd like to have my maya shape node get vertex information along with uv's from an output node in Houdini.
Like, box -> polyextrude -> null(Output) >>> polyCube1Shape.
Via python or perhaps c++?
Ultimately I'd like to run an animated geo from maya through houdini, and back again for playblast in maya without the user knowing what's happening under the hood.
Technical Discussion » Deforming eye a la pixar?
- negow
- 27 posts
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in maya, I'd deform the eye with a lattice, and hook that up *-1 to the iris, giving it the opposite deformation, thus cancelling it out.
Technical Discussion » Getting the angle between two 3d vectors in VOP
- negow
- 27 posts
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Great advice guys, and thanks for the explanation SyMek!
Guess I'll go through those dvd's, once and for all )
Guess I'll go through those dvd's, once and for all )
Technical Discussion » Getting the angle between two 3d vectors in VOP
- negow
- 27 posts
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Awesome, Thanks!
Would you mind explaining, for someone who missed that class, how the Arc Cosine works to output the inbetween angle in this scenario?
Would you mind explaining, for someone who missed that class, how the Arc Cosine works to output the inbetween angle in this scenario?
Technical Discussion » Getting the angle between two 3d vectors in VOP
- negow
- 27 posts
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Technical Discussion » Getting the angle between two 3d vectors in VOP
- negow
- 27 posts
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Sorry for the basic math question, but I'm trying to replicate the functionality of Softimage's “Get Angle Between”, which takes two normals and outputs the inbetween angle, and I'm blanking. I'm using VOP.
I'm guessing it's not as simple as just subtracting the two?
I'm guessing it's not as simple as just subtracting the two?
Edited by - Dec. 21, 2009 15:18:43
Houdini Indie and Apprentice » Personal projects in Apprentice
- negow
- 27 posts
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Yeah, was looking at the support section, it says something like “if your a paying customer, mail here, otherwise, post on the forum”. I found a apprentice@sidefx though, sent a mail to that.
Houdini Indie and Apprentice » Personal projects in Apprentice
- negow
- 27 posts
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Would just like to check my options.
I'm producing a shortfilm with a commercial license of maya and the non-commercial version of houdini. Strictly personal, but will probably attend a few festivals here and there and before I go too deep, I just want to make sure I wouldn't be in violation of anything when doing this.
Selling the film would, right? How about producing it in apprentice, then buying a Master license and sell it?
While I'm at it, does the HD license allow for using ROP for simulation data and various other formats (to communicate with maya etc.)?
I'm producing a shortfilm with a commercial license of maya and the non-commercial version of houdini. Strictly personal, but will probably attend a few festivals here and there and before I go too deep, I just want to make sure I wouldn't be in violation of anything when doing this.
Selling the film would, right? How about producing it in apprentice, then buying a Master license and sell it?
While I'm at it, does the HD license allow for using ROP for simulation data and various other formats (to communicate with maya etc.)?
Houdini Lounge » A format for the Tutorials on the site
- negow
- 27 posts
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following up on lowell's question. Since the browser is mozilla, i.e. a seperate app embedded in the interface(?), would I be able to embed some other app, say zbrush, the same way? Through the HDK or even HOM?
Technical Discussion » Rest attribute for Fur, using point()?
- negow
- 27 posts
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Technical Discussion » Rest attribute for Fur, using point()?
- negow
- 27 posts
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To clarify the purpose, I'm not using the actual fur, but rather copying geo the the basepoint (plants, in this case), and using the others for wrap-deforming. The normals need to conform to the deforming and swaying of the fur simulation in order for both copying and wrapping to work correctly.
Technical Discussion » Rest attribute for Fur, using point()?
- negow
- 27 posts
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Sorry, I meant to say, have the normal of every point, point towards the next point. ) The grammar gets confusing. Take a look at the hip file.
Technical Discussion » Rest attribute for Fur, using point()?
- negow
- 27 posts
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Yeah. That did the trick, thanks.
While I have you here, how would you get the normals on the fur curves to always point to one another? Right now, I'm doing it the ForEach way (point 0 minus point 1, etc. per primitive), which works, but is very slow.
While I have you here, how would you get the normals on the fur curves to always point to one another? Right now, I'm doing it the ForEach way (point 0 minus point 1, etc. per primitive), which works, but is very slow.
Technical Discussion » Rest attribute for Fur, using point()?
- negow
- 27 posts
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It works, but is noticably slower than not using any rest pose, which re-populates the fur over the mesh per frame on my animated mesh. It doesn't seem right, as I'd think that populating only once would make it faster, not slower.
So how would you create the rest attribute, if not using the point() with $PT?
So how would you create the rest attribute, if not using the point() with $PT?
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