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Technical Discussion » Hair Specularity Loss in viewport
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- olivierth
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Technical Discussion » Would it be possible to expand attribute in one direction?
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- olivierth
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I havent tested it but it would be something like this:
You can either repeat it with a for loop in this same wrangle or a for-each loop (sops) if you are lazier.
This method will cause problem if your curve turns too much or if both neighbour points are in the right direction. You can simply go by point number and set your attrib to 1 if its neighbour point value is lower than @ptnum.
int nbrs[] = neighbours(0, @ptnum); vector direction = set(-1,0,0); foreach(int pt; nbrs) //find what neighbour is in the right direction { vector nbrpos = point(0, "P", pt); vector nbrN = normalize(nbrpos - @P) float angleToDirection = degrees(acos(dot(direction, nbrN))); if(angleToDirection < 90) { setpointattrib(0, "myAttrib", pt, 1, "set"); break; } }
You can either repeat it with a for loop in this same wrangle or a for-each loop (sops) if you are lazier.
This method will cause problem if your curve turns too much or if both neighbour points are in the right direction. You can simply go by point number and set your attrib to 1 if its neighbour point value is lower than @ptnum.
Edited by olivierth - yesterday 17:52:30
Technical Discussion » Create a simplified geometry from a tree canopy?
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- olivierth
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If you already have the cards (leaves) and the simplified sphere-like geometry, you can use the Attribute Transfer sop. Connect the cards to the first input, and the sphere-like geo to the second input. In the sop, make sure points is active and type "N" in the field. That way, each point on the cards will find the closest surface on the sphere and pick that normal.
Edited by olivierth - yesterday 15:20:29
Technical Discussion » Labs Instant Meshes: Unpredictable Polycount
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- olivierth
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Hi!
I'm driving the polycount of the Labs Instant Meshes with a detail attribute giving the value 1727. When I look at the resulting polycount, I get 3840.
To test it out, I created a new Instant Meshes and gave it the same polycount value (without using a detail attribute). I get 1572 polygons (way closer). How can that be? Both Instant Meshes have identical settings (*one is driven by an attribute) and I get different polygon count...
I'm driving the polycount of the Labs Instant Meshes with a detail attribute giving the value 1727. When I look at the resulting polycount, I get 3840.
To test it out, I created a new Instant Meshes and gave it the same polycount value (without using a detail attribute). I get 1572 polygons (way closer). How can that be? Both Instant Meshes have identical settings (*one is driven by an attribute) and I get different polygon count...
Edited by olivierth - yesterday 15:02:43
Technical Discussion » Cops can't Add (Layer node)
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- olivierth
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I found out there's a Composite node that works. I still dont get why the Layer node cant do a simple add operation...
Technical Discussion » Cops can't Add (Layer node)
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- olivierth
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Hi!
I'm trying to add 2 images of 0.25 each with the Layer node set to Add. The result is 0.25 instead of 0.5. What am I doing wrong?
-Olivier
I'm trying to add 2 images of 0.25 each with the Layer node set to Add. The result is 0.25 instead of 0.5. What am I doing wrong?
-Olivier
Houdini Indie and Apprentice » for-each loop with stop condition?
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- olivierth
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Technical Discussion » Compositing Rop: how to choose 16bit instead of 32bit ?
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- olivierth
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Technical Discussion » Compositing Rop: how to choose 16bit instead of 32bit ?
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- olivierth
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Hi!
I'm exporting a .tif but it saves as a 32bit instead of 16bit (like I want it). Where can I change that?
-Olivier
I'm exporting a .tif but it saves as a 32bit instead of 16bit (like I want it). Where can I change that?
-Olivier
Technical Discussion » Json file to Vex String?
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- olivierth
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Technical Discussion » Json file to Vex String?
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- olivierth
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Hi!
I know absolutely nothing about python but I'm very comfortable with vex. I would like to store a .json content on a vex string. If it's not possible to read a .json directly from a vex wrangle, can somebody tell me exactly how to do it with python? ...could be stored in a Detail attribute.
Thanks
-Olivier
I know absolutely nothing about python but I'm very comfortable with vex. I would like to store a .json content on a vex string. If it's not possible to read a .json directly from a vex wrangle, can somebody tell me exactly how to do it with python? ...could be stored in a Detail attribute.
Thanks
-Olivier
Edited by olivierth - Nov. 14, 2022 12:14:14
Technical Discussion » Arnold: Export Displaced Geometry? (.abc, not .ass)
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- olivierth
- 817 posts
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Hi!
In Maya, there's an Arnold option called Arnold -> Utilities ->Bake Selected Geometry. For exemple, if you have a grid with arnold subdivisions and displacement, it will export exactly what you see at render time (to whatever geo fileformat your want).
I can't find the same option in Houdini. Anybody knows where to find this?
-Olivier
In Maya, there's an Arnold option called Arnold -> Utilities ->Bake Selected Geometry. For exemple, if you have a grid with arnold subdivisions and displacement, it will export exactly what you see at render time (to whatever geo fileformat your want).
I can't find the same option in Houdini. Anybody knows where to find this?
-Olivier
Technical Discussion » Vellum drape: colisions dont look like my characters shape
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- olivierth
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welp... after activating/deactivating some sops above and looking around... it magically starting to function normaly. I think the trick that solved it was to hit the ground with my foot exactly 3 times in a row.
Technical Discussion » Vellum drape: colisions dont look like my characters shape
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- olivierth
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...After seeing the bad colisions, I created a convex hull of my character and, guess what, it matches the cloth perfectly. But I didn't create any convex hull until AFTER I saw the weird simulation. What is hapening? is there a convex hull in the vellum drap node?!
Technical Discussion » Vellum drape: colisions dont look like my characters shape
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- olivierth
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im using a 14 000 polygon character as the colision geo and simulating cloth on it. When I use the vellum drape, the cloth doesnt get to the character's skin. Instead, it looks like it's coliding with a convex hull of my character. it's there an option clicked on by mistake?
Technical Discussion » Vellum cloth: How to create stiching constraints myself?
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- olivierth
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Thanks for the reply, tamte!
I fixed the sorting problem. It helps but I still get stiching problems. Each border points of a patch is ordered, but there's always point numbers that will go: 52, 53, 54, 0, 1, 2, 3. This seems to cause problems but I'm not sure how to go around that...
I looked at the vex inside the the Vellum Constraint sop but it seems to use an automatic closest method. I'll see what I can come up with by looking at the spreadsheet.
EDIT: Hey npetit, I saw your message after posting this. I'm on 18.5 so I don't have access to that new sop, saddely!
I fixed the sorting problem. It helps but I still get stiching problems. Each border points of a patch is ordered, but there's always point numbers that will go: 52, 53, 54, 0, 1, 2, 3. This seems to cause problems but I'm not sure how to go around that...
I looked at the vex inside the the Vellum Constraint sop but it seems to use an automatic closest method. I'll see what I can come up with by looking at the spreadsheet.
EDIT: Hey npetit, I saw your message after posting this. I'm on 18.5 so I don't have access to that new sop, saddely!
Edited by olivierth - Oct. 6, 2022 18:32:26
Technical Discussion » SOLVED vellum solver cooking forever (at frame 1!)
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- olivierth
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Technical Discussion » SOLVED vellum solver cooking forever (at frame 1!)
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- olivierth
- 817 posts
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My vellum solver (right after a vellum cloth) is cooking forever as soon as I select the node. I'm not even simulating anything (I'm on frame 1). I tried creating a new one with default settings, doesnt work.
Any clue what could cause this? I have basic 2D geo generated with a triangulate sop.
Any clue what could cause this? I have basic 2D geo generated with a triangulate sop.
Edited by olivierth - Oct. 6, 2022 17:32:11
Technical Discussion » Vellum cloth: How to create stiching constraints myself?
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- olivierth
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So, no way of making those constraints in vex? I wish I could simply do something like: "connect from point 35 to point 92" ,etc.
Technical Discussion » Vellum cloth: How to create stiching constraints myself?
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- olivierth
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Ok, so, I solved part of the problem by making sure that the border points are in order (sort sop). But I still get situations where I manually have to "invert" the stiching....
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