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Technical Discussion » Flip Cache: How to save MULTIPLE cache nodes at once
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- lucap1
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You might want to do it in Tops instead of rops. Tops(PDG) will allow surfacing to execute immediately as soon as the frames from the Sim have finished. Rops while still a valid method is antiquated.
Technical Discussion » Blast node don't work properly when using expressions
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- lucap1
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You should probably be using the delete sop With delete by expression turned on. Or you can use the group by expression sop and then use that group in the blast sop
Technical Discussion » Driving a hi-res subdivided mesh with a lo-res base mesh
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- lucap1
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Here's a good explanation of xyzdist and primuv https://www.tokeru.com/cgwiki/index.php?title=JoyOfVex19 [www.tokeru.com]
Technical Discussion » Driving a hi-res subdivided mesh with a lo-res base mesh
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- lucap1
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You may want to take a look at the vex functions xyzdist and primuv. In general i have found that they give better results than the pointdeform. Cloth capture and cloth deform are antiquated,use with caution
Solaris » Double sided geo?
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- lucap1
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I've got it working in Karma. See attached .hip
Edited by lucap1 - May 28, 2022 00:21:03
Technical Discussion » How to model muscles (and avoid intersection)?
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- lucap1
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There is a topic with the same title on reddit.
https://www.reddit.com/r/Houdini/comments/ul0uk3/how_to_model_muscles_and_avoid_intersection/ [www.reddit.com]
I wanted to throw my two cents in the hat, and figured I do it here so I could include a hip file.
If anyone else has suggestions(or criticisms) feel free to throw them up here.
My method involves using SDF's to solve the penetrations between intersecting muscles. This way you can model your muscles(in houdini or elsewhere) without worrying about inter penetrations until afterwards. I done it manually one muscles at time, but I'm sure if you are clever you could do it in a for loop.
https://www.reddit.com/r/Houdini/comments/ul0uk3/how_to_model_muscles_and_avoid_intersection/ [www.reddit.com]
I wanted to throw my two cents in the hat, and figured I do it here so I could include a hip file.
If anyone else has suggestions(or criticisms) feel free to throw them up here.
My method involves using SDF's to solve the penetrations between intersecting muscles. This way you can model your muscles(in houdini or elsewhere) without worrying about inter penetrations until afterwards. I done it manually one muscles at time, but I'm sure if you are clever you could do it in a for loop.
Technical Discussion » Different coordinate systems for rotation and scaling
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- lucap1
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To further expand on Tomas' post. There are a number of different ways you can use the instance attributes to do what you want. If it were me I would create two matrices on for rotation and another for scale in their respective spaces. Then I'd multiply them together and place the values in a matrix attribute called 'transform' which will be correctly interpreted by the copy to points
Work in Progress » Procedural World Generation | Overpass Building Traffic Sim
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- lucap1
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Technical Discussion » How would you model/simulate this "meat with netting" effect
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- lucap1
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I would start by making the meat a vellum softbody. Then I would make the twine into vellum hair. If you animate the rest length scale you can make the twine contract. You'll need sufficient resolution on meat softbody to get decent bulging. Check out the vellum masterclasses on how to animate the rest length
Edited by lucap1 - April 25, 2022 23:23:55
Technical Discussion » ocean wave like realflow
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- lucap1
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Technical Discussion » Force Wireframe Shading of objects in karma/solaris
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- lucap1
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have a look here: https://www.sidefx.com/forum/topic/71264/?page=1#post-325672 [www.sidefx.com]
you can use the Configure Primitive LOP to assign a proxy purpose to the geometry
you may have to add a width attribute to the geometry, by deffault I think the width is 1 which is probably too
big.
you can use the Configure Primitive LOP to assign a proxy purpose to the geometry
you may have to add a width attribute to the geometry, by deffault I think the width is 1 which is probably too
big.
Edited by lucap1 - April 23, 2022 00:03:08
Technical Discussion » How to check if a mesh is watertight?
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- lucap1
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You can use a divide sop with keep shared edges turned on to check if a mesh is water tight or not. If the point count is zero it's water tight. If the point count is greater than zero then it isn't.
Technical Discussion » Hair/Fur issue, fur stick and stretch on collision objects
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- lucap1
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If the furs is intersecting with the collision object at the beginning of the Sim then you will have the problem you are describing. That would be the first thing I would check
Technical Discussion » What is the correct way to pack geo to disk?
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- lucap1
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You can just save your geometry out as .bgeo.sc, but when you bring the file back in there's an option on the file sop to read it as a packed disk primitive
Technical Discussion » Point deform but capture using UV space? Is there a way?
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- lucap1
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Thanks for the suggestion, maybe I'll make into a labs tool. I put it together as pratcial example of how one might use vex in combination with attributes. Thanks for the validation.
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Technical Discussion » Point deform but capture using UV space? Is there a way?
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- lucap1
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Image Not Found
Image Not Found
Have a look at the attached .hip file. You'll need to make sure the chipmunk .hda is loaded for it to work.
Houdini Indie and Apprentice » Retarget CMU mocap tutorial by Luca Pataracchia question
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- lucap1
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My sincere apologies for the delay. Attached you'll find a copy of the file that works in h19. There's a bug in workitem expand that requires us to set "generate when" to "each upstream item is cooked" in order for it to generate work items. This bug should be corrected shortly. Also it looks like h19 didn't like the values in /obj/manual_retarget/rigmatchpose2, so I created a new node rigmatchpose3. Seems to be working now. Let me know if you run into any issues.
Regards
Luca
Regards
Luca
Houdini Indie and Apprentice » Retarget CMU mocap tutorial by Luca Pataracchia question
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- lucap1
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replacing the workitem expand with a file pattern TOP with the pattern parameter set to "$HIP/data/source-anim/*" is a temproary fix, but it looks like there's anther problem with the retargeted animation. I'll try and track that issue down too.
Houdini Indie and Apprentice » Retarget CMU mocap tutorial by Luca Pataracchia question
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- lucap1
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so it looks like the looks like the construction of the file archive in http://mocap.cs.cmu.edu/allasfamc.zip [mocap.cs.cmu.edu] has changed since I wrote this tutorial. Which is why this node can't find the files. If you did around the expanded archives directory structure you should be able to fine the files. As for running this in h19 it looks like there an issue in the TOP network. workitem expand is not creating work items properly. It might be a bug. I'll check into it and let you know.
Technical Discussion » is it possible to exit a dop mid simulation ?
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- lucap1
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You can use a switch sop when you import your sim back into SOPS. You can drive the switch parameter with an expression. So in your case you could use a uv texture sop set to project from camera. The using two attribute promotes set to minimum/maximum you could promote to a detail attribute and use this to control your switch. If you want to do it in dops specifically you could aslo use an enable solver dop to turns the sim off at the right time.
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