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Technical Discussion » How could I relax existing UV by polygon angle, in Houdini?
- vanyfilatov
- 16 posts
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Houdini Indie and Apprentice » Multiparm block set attributes script?
- vanyfilatov
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Hello. How to convert this multiblock
with groups an floats to prim attributes
using callback script, tags, or custom python string code maybe.
There is some complications with code:
I dont know how to convert group string param, with dashes and gaps, to array of prim numbers, without splitting and separating codes, with adding numbers to array. It must be easy way like soputils, already implemented.
How to use kwargs.tuple or other ninja turtles for multiblocks parameters, instead of adding foreach cycles
Here is scene with vex in foreach, but it seems to easy,and to much nodes.
with groups an floats to prim attributes
using callback script, tags, or custom python string code maybe.
There is some complications with code:
I dont know how to convert group string param, with dashes and gaps, to array of prim numbers, without splitting and separating codes, with adding numbers to array. It must be easy way like soputils, already implemented.
How to use kwargs.tuple or other ninja turtles for multiblocks parameters, instead of adding foreach cycles
Here is scene with vex in foreach, but it seems to easy,and to much nodes.
Edited by vanyfilatov - Oct. 30, 2018 17:01:29
Houdini Lounge » 3d Network View
- vanyfilatov
- 16 posts
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It`s not a WiP, just an idea.
Will be nice to see it in Houdini someday
Will be nice to see it in Houdini someday
Edited by vanyfilatov - Feb. 2, 2018 12:52:45
Houdini Lounge » Houdini 16 - Flip Fluid Upresing ?
- vanyfilatov
- 16 posts
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Houdini Learning Materials » RGB <> TMI how to?
- vanyfilatov
- 16 posts
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Houdini Learning Materials » RGB <> TMI how to?
- vanyfilatov
- 16 posts
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How to convert red/green/blue point color vector to temperature/magenta/intensity, inside houdini?
Maybe using vop or vex. There is hsv converter in vop but no tmi.
Maybe using vop or vex. There is hsv converter in vop but no tmi.
Houdini Indie and Apprentice » Zombies walk/stand proximity trigger
- vanyfilatov
- 16 posts
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Houdini Indie and Apprentice » Zombies walk/stand proximity trigger
- vanyfilatov
- 16 posts
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I think this is a bug in the proximity node. It does not store the results of the validation range. And updated only once in 14 frames starting with frame 8.
(in standart timescale settings of simulation)
After checking the distance immediately discards the results.
I mean in 8-22-36-50 frames distance check is correct, in other frames, the trigger outputs only zeroes (-1).
That error only appears if the field of view option is on
(in standart timescale settings of simulation)
After checking the distance immediately discards the results.
I mean in 8-22-36-50 frames distance check is correct, in other frames, the trigger outputs only zeroes (-1).
That error only appears if the field of view option is on
Edited by - Oct. 31, 2015 08:10:11
Houdini Indie and Apprentice » Zombies walk/stand proximity trigger
- vanyfilatov
- 16 posts
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Cant understand trigger logic.
I have couple of zombies agent in standing state. And i need turn them state in zombiewalk after some time, and if there no zombie ahead in some distance (maybe 2 meters)
Used particle proximity and current state duration for this. And its working but zombies try walking when checks proximity and returns in standing state immediately. How to do them not trying walking when someone ahead.
I have couple of zombies agent in standing state. And i need turn them state in zombiewalk after some time, and if there no zombie ahead in some distance (maybe 2 meters)
Used particle proximity and current state duration for this. And its working but zombies try walking when checks proximity and returns in standing state immediately. How to do them not trying walking when someone ahead.
Houdini Learning Materials » Keep particles on curve with working forces
- vanyfilatov
- 16 posts
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Well. There is some progress in this rollercoaster.
I`ll did “something physical” with solver dop. But results are not perfect.
What I have for now - animated point fall from a hill, climb at another hill, that higher than first one, and she didn`t get the top of it, and its ok, but when point turn backward, its velosity magically encreased :shock:
Its happens always when point reverse moving direction.
Can anyone help me with kinematic physics in this hip.
Where is a mistake? Maybe I used wrong physical formulas..
And one more thing, i`ll don`t know where to put a friction or air resistance force, without it velocity encreased in exponent to infinity, and its not good
P.S. sorry for bad English, i`ll hope you people understand it)
I`ll did “something physical” with solver dop. But results are not perfect.
What I have for now - animated point fall from a hill, climb at another hill, that higher than first one, and she didn`t get the top of it, and its ok, but when point turn backward, its velosity magically encreased :shock:
Its happens always when point reverse moving direction.
Can anyone help me with kinematic physics in this hip.
Where is a mistake? Maybe I used wrong physical formulas..
And one more thing, i`ll don`t know where to put a friction or air resistance force, without it velocity encreased in exponent to infinity, and its not good
P.S. sorry for bad English, i`ll hope you people understand it)
Houdini Learning Materials » Keep particles on curve with working forces
- vanyfilatov
- 16 posts
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rafaels
You could constraint the particles to a curve using point cloud search in a VOP POP.
Cheers
:shock: is there a tutorial or something how to do that?
oops forget to login. Thanks for hip.
Houdini Learning Materials » Keep particles on curve with working forces
- vanyfilatov
- 16 posts
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I`ll try to simulate roller coaster cars on the track.
I can set normals, velocity and up vector to points on track.
But there is small thing i cant understand.
How to keep particles on curve, slide them freely (without any offset) with applying forces (velocity, gravity and friction/drag) to them. Is it possible?
Without setting position in UV coords for points. Position node and similar not helping. Edge and attractor forces too.
When velocity is too high - particles fall off the track.
I need points to be on the track until they reaches its end(if it exist)
I can set normals, velocity and up vector to points on track.
But there is small thing i cant understand.
How to keep particles on curve, slide them freely (without any offset) with applying forces (velocity, gravity and friction/drag) to them. Is it possible?
Without setting position in UV coords for points. Position node and similar not helping. Edge and attractor forces too.
When velocity is too high - particles fall off the track.
I need points to be on the track until they reaches its end(if it exist)
Houdini Learning Materials » How to get paths to all parent nodes
- vanyfilatov
- 16 posts
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Hi Dennis, and thanks a lot for help. This code will be great start for my houdini pythoning.
Houdini Learning Materials » Earth
- vanyfilatov
- 16 posts
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Houdini Learning Materials » How to get paths to all parent nodes
- vanyfilatov
- 16 posts
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How to get paths, in /obj/ level, to all parent nodes, in separate strings, with Hscript?
May be not for all. For first 10 is enough.
I knows about`opinputpath(“.”, 0)`, but its working with inputs. not with parents
Maybe this picture explain what i mean
May be not for all. For first 10 is enough.
I knows about`opinputpath(“.”, 0)`, but its working with inputs. not with parents
Maybe this picture explain what i mean
Houdini Lounge » Problem with switch node...
- vanyfilatov
- 16 posts
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Expression doesnt work for me:shock:
I make texture combiner for multiUV.
I just try put switch with expression, that gives 404 image, when normal texture not present.
Do not working, says that provides infinite recursion and crash Houdini.
I make texture combiner for multiUV.
I just try put switch with expression, that gives 404 image, when normal texture not present.
Do not working, says that provides infinite recursion and crash Houdini.
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