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Technical Discussion » Applying gravity on only one object in Vellum simulation
- pingo
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Technical Discussion » rotate point normals around tangents in vex
- pingo
- 30 posts
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@moogtastic, thanks!
It wasn't even the assignment of tangents that was off. It was the syntax in my vex.
This worked:
___________
float twist = chf('twist');
matrix m = ident();
rotate(m, twist, v@tangentu);
@N *= m;
It wasn't even the assignment of tangents that was off. It was the syntax in my vex.
This worked:
___________
float twist = chf('twist');
matrix m = ident();
rotate(m, twist, v@tangentu);
@N *= m;
Technical Discussion » rotate point normals around tangents in vex
- pingo
- 30 posts
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I know this has been asked before, but I simple can't get this to work correctly.
I got a curve with a lot of points. I put N and Tangentu on the points with a polyframe and in a Pointwrangle I have the following:
___
float twist = chf('twist');
vector tnorm = normalize(@tangentu);
matrix3 m = ident();
rotate(m, twist, tnorm);
@N *= m;
___
- twist is a float slider.
The Normals rotate, but on some weird axis. I obviously need them to rotate around Tangentu
Hip file attached
I got a curve with a lot of points. I put N and Tangentu on the points with a polyframe and in a Pointwrangle I have the following:
___
float twist = chf('twist');
vector tnorm = normalize(@tangentu);
matrix3 m = ident();
rotate(m, twist, tnorm);
@N *= m;
___
- twist is a float slider.
The Normals rotate, but on some weird axis. I obviously need them to rotate around Tangentu
Hip file attached
Technical Discussion » Sweep transform using attributes
- pingo
- 30 posts
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Great, thanks - now stuck on my wall..
Now what If I have a curve instead of a straight line, how would I then control the rotation? I know this begins to sound like a job for the Copy sop, but there's some features in the Sweep I'd really like to use - and otherwise had to rebuild after a copy sop..
Now what If I have a curve instead of a straight line, how would I then control the rotation? I know this begins to sound like a job for the Copy sop, but there's some features in the Sweep I'd really like to use - and otherwise had to rebuild after a copy sop..
Technical Discussion » Sweep transform using attributes
- pingo
- 30 posts
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That's super, so the @orient is a quaternion, that's what I couldn't figure out. Where do I find that information?
Thanks!
Thanks!
Technical Discussion » Sweep transform using attributes
- pingo
- 30 posts
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When enabling the Transform Using Attributes on the Sweep Sop I am able to control Scale with point attributes, but not Twist and Roll. Been testing with simple attribute adds to get something happening but no result. How do I use them properly?
Cheers,
Pingo
Cheers,
Pingo
Technical Discussion » wire solver challenges
- pingo
- 30 posts
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Hey all, having some challenges with the wiresolver here so any pointers on how to get realistic self colliding wires are very welcome. I got two main issues:
1: Width doesn't seem to reflect self collision. The wires, which are tangled (they should be), come closer and closer together, penetrate and does not respect width. Self repulsion doesn't seem to have any effect no matter how high.
2: Rest length. Is it possible to have the wire tighten/loosen up after initialisation? Called Tension in an other app.
Anyone has experiences on this.
Cheers!
1: Width doesn't seem to reflect self collision. The wires, which are tangled (they should be), come closer and closer together, penetrate and does not respect width. Self repulsion doesn't seem to have any effect no matter how high.
2: Rest length. Is it possible to have the wire tighten/loosen up after initialisation? Called Tension in an other app.
Anyone has experiences on this.
Cheers!
Technical Discussion » Points arranged in grid stick to UV on geo
- pingo
- 30 posts
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mestela
Heh, glad you like it.
Btw, you wouldn't be the same Pingo I met for 30 seconds about 10 years ago now, when I visited Copenhagen and you shared studio space with Peter Hartwig? I can't imagine there's many Pingo's around, unless it's a crazy common Danish name and I'm being horribly racist…
That'd be me!
Technical Discussion » Points arranged in grid stick to UV on geo
- pingo
- 30 posts
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AAh Matt, @P = @uv; I mean.. how simple. BTW Absolutely love your blog and have been trying to do this by merging some of your examples.
Ndickson I'm having some trouble getting your solutions to work. Any chance of a file with the Attribute Transfer by UV node?
Cheers both for taking the time.
Ndickson I'm having some trouble getting your solutions to work. Any chance of a file with the Attribute Transfer by UV node?
Cheers both for taking the time.
Technical Discussion » Points arranged in grid stick to UV on geo
- pingo
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Technical Discussion » Points arranged in grid stick to UV on geo
- pingo
- 30 posts
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Coming from XSI and Cinema, I just thought Oh I can just use a deform by surface (UV) on a grid and get rid of the poly's.. But it seems after reading several posts there isn't a proper deform by surface node in houdini that can do this? Interesting…
Technical Discussion » Points arranged in grid stick to UV on geo
- pingo
- 30 posts
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Hi Guys, some help here..
- basically I like the scatter SOP, in texture space, but I want to arrange the points in a grid.(not the copy sop on a grid)
Imagine I import a model with uv's. Then I want to generate points arranged in a grid so for 10x10 points point 1 would be at uv 0,0 and point 2 would be at uv 0,0.1 etc..
Hope this makes sense. I'd like to go into VOPs or vex, but I'm brand new to this area so I'm kinda not sure how to connect the dots.
Anything that could point me in the right direction is greatly appreciated
Cheers!
Pingo
- basically I like the scatter SOP, in texture space, but I want to arrange the points in a grid.(not the copy sop on a grid)
Imagine I import a model with uv's. Then I want to generate points arranged in a grid so for 10x10 points point 1 would be at uv 0,0 and point 2 would be at uv 0,0.1 etc..
Hope this makes sense. I'd like to go into VOPs or vex, but I'm brand new to this area so I'm kinda not sure how to connect the dots.
Anything that could point me in the right direction is greatly appreciated
Cheers!
Pingo
Technical Discussion » convert poly to continous closed nurbs curve
- pingo
- 30 posts
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Technical Discussion » convert poly to continous closed nurbs curve
- pingo
- 30 posts
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Hey, converting a polygon to a closed nurbs curve gives me a sharp/break-point point at start/finish. How do I get a smooth curve all through?
Technical Discussion » select one random polygon per frame
- pingo
- 30 posts
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Technical Discussion » select one random polygon per frame
- pingo
- 30 posts
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I'm trying to extrude one randomly selected polygon per frame, on a grid. I'm using the group node and the expression mode to select, but i just can't seem to get it working. Any suggestions?
Technical Discussion » slow fluid sims
- pingo
- 30 posts
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There it was! Thanks. I have a pretty fast rig with all of the above mentioned. Now using 2 titanx cards it's a lot more fun.
Technical Discussion » slow fluid sims
- pingo
- 30 posts
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Has anything changed in H15 regarding fluid sims? I am experiencing very slow simulation speeds. Also I was sure I could use my GPU on at least Flip sims.. Can't seem to find that check box - if it exists.
Any pointers on speed optimising is greatly appreciated.
Any pointers on speed optimising is greatly appreciated.
Technical Discussion » Arnold and Octane installed at the same time?
- pingo
- 30 posts
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Got help from Otoy support. Thanks!
You can put more paths in the houdini.env file to support multiple render plugins, for example:
PATH = “Cpath/to/other_render/bin;Cpath/to/Octane_H14/bin;$PATH”
HOUDINI_PATH = “Cpath/to/other_render;Cpath/to/Octane_H14;&”
You can put more paths in the houdini.env file to support multiple render plugins, for example:
PATH = “Cpath/to/other_render/bin;Cpath/to/Octane_H14/bin;$PATH”
HOUDINI_PATH = “Cpath/to/other_render;Cpath/to/Octane_H14;&”
Technical Discussion » Arnold and Octane installed at the same time?
- pingo
- 30 posts
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I got both Arnold and Octane for houdini installed (yay me), and they both use the same method for “initialising” where I add a few lines to the houdini.env
like this for Arnold:
PATH = “$PATH;Cpath/to/htoa/scripts/bin”
HOUDINI_PATH = “Cpath/to/htoa;&”
And this for Octane:
PATH = “Cpath/to/Octane_H14/bin;$PATH”
HOUDINI_PATH = “Cpath/to/Octane_H14;&”
But If I have both in my .env I get conflict - missing icons and whatnot - since it seems the last one wins.
How can I have both running at the same time so I don't need to # my way out of it each time I start Houdini?
Cheerio
like this for Arnold:
PATH = “$PATH;Cpath/to/htoa/scripts/bin”
HOUDINI_PATH = “Cpath/to/htoa;&”
And this for Octane:
PATH = “Cpath/to/Octane_H14/bin;$PATH”
HOUDINI_PATH = “Cpath/to/Octane_H14;&”
But If I have both in my .env I get conflict - missing icons and whatnot - since it seems the last one wins.
How can I have both running at the same time so I don't need to # my way out of it each time I start Houdini?
Cheerio
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