i@vCount = primintrinsic(1, "activevoxelcount", 0);
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Technical Discussion » find number of voxels
- chris wells
- 57 posts
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Thank you Soothsayer, That's another great option. For anyone looking into this in the future, the vex is, assuming your volume is plugged into the second input:
Edited by chris wells - May 8, 2023 11:38:13
Technical Discussion » find number of voxels
- chris wells
- 57 posts
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Thanks Tomas! Great ideas. Bound is probably easiest for what I'm doing,
thanks again.
thanks again.
Technical Discussion » find number of voxels
- chris wells
- 57 posts
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Is there a way to turn the number of voxels in a vdb into something accessible via vex? Short story long, I'm trying to test to see if an object can be turned into a vdb, and if it produces no voxels. Then use a different technique.
thanks
thanks
Work in Progress » tearing Rubber Toy with fluids
- chris wells
- 57 posts
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this one has the head almost come off, by design, really love that last bit holding it together, and then also if you look close you can see a pile of “stuff/Guts” though shading is a interesting challenge there. Haven't decided if I'm going to mesh it separate to get some separation. there's a pop in the render which I have since fixed. but these are works in progress, so hopefully some allowance is made for subtle imperfections in what is otherwise a masterpiece.
Work in Progress » tearing Rubber Toy with fluids
- chris wells
- 57 posts
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haha I don’t post much on the forums so had no idea and don’t want to ruffle any feathers. If no ones worried I’ll post the nearly headless version in a few.
Work in Progress » tearing Rubber Toy with fluids
- chris wells
- 57 posts
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BabaJ
Actually, what you did is not allowed. Don't be surprised if this thread gets locked.
Apologies, I thought being the rubber toy it would be fine. I’m actually not sure how to delete a thread, so if moderator could please do.
Thanks
Work in Progress » tearing Rubber Toy with fluids
- chris wells
- 57 posts
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okay here's the redshift render, this one is pg13 so be warned,
probably the most horrible thing to happen to the rubber toy.
enjoy!
probably the most horrible thing to happen to the rubber toy.
enjoy!
Work in Progress » tearing Rubber Toy with fluids
- chris wells
- 57 posts
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I had an idea this morning, so came up with a proof of concept, Anyway I was delighted by it. So gross.
all flip if anyone is wondering.
all flip if anyone is wondering.
Technical Discussion » transform pieces, packed geo
- chris wells
- 57 posts
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i did the extract transform matrix from the intrinsics, and then attribute transform.
still not sure why intrinsic transforms have 16 values. but it works.
still not sure why intrinsic transforms have 16 values. but it works.
Technical Discussion » transform pieces, packed geo
- chris wells
- 57 posts
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Technical Discussion » transform pieces, packed geo
- chris wells
- 57 posts
- Offline
Thanks for the help! I didn't really get how houdini was storing the intrinsics, or how they work for that matter.. So I'm reading up on it now,
Technical Discussion » transform pieces, packed geo
- chris wells
- 57 posts
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This seems so simple and yet I can't get it to work. Feels like I'm missing something.
I'm just taking the crag geo, timeshift freezing the first frame, and then trying to use transformpieces to animate the frozen pieces. However the frozen pieces aren't getting rotation info.
Why isn't this working, seems pretty straight forward.
Second question is. Say I wanted to fill his volume up with points. How does one pack points, like you do primatives? The idea being, if I can get this transform pieces to work, then I could do the same thing with points representing his volume.
basically I'm trying to find a way to fill a volume with points and have it animated to the geo while maintaining volume.
Thanks
Chris
I'm just taking the crag geo, timeshift freezing the first frame, and then trying to use transformpieces to animate the frozen pieces. However the frozen pieces aren't getting rotation info.
Why isn't this working, seems pretty straight forward.
Second question is. Say I wanted to fill his volume up with points. How does one pack points, like you do primatives? The idea being, if I can get this transform pieces to work, then I could do the same thing with points representing his volume.
basically I'm trying to find a way to fill a volume with points and have it animated to the geo while maintaining volume.
Thanks
Chris
Edited by chris wells - Feb. 20, 2019 15:58:36
Technical Discussion » crowds, stay on geo
- chris wells
- 57 posts
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thanks for the response Enivob, this is actually me trying to just get people walking on streets, but have streets at different levels, so I made geo that was just the random streets, it seems so simple don't people do this all the time, the popsteerseek is essentially them going point to point, but I'm trying to get them to more flow around.
I'll keep trying, thanks for your help,
Chris
I'll keep trying, thanks for your help,
Chris
Technical Discussion » crowds, stay on geo
- chris wells
- 57 posts
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This is probably super easy, but this is my first dive into crowds and I can't for the life of me get it to work.
All I'm trying to do is have several pieces of geo and have the agents, just wonder around on top of them. Turn before going off the edge.
Currently my approach is build walls around all of the pieces and then use a popsteerobstacle, but that only kinda works, I still have agents going off, and then sometimes they start floating in the air.
What is the right way to do this?
thanks
Chris
All I'm trying to do is have several pieces of geo and have the agents, just wonder around on top of them. Turn before going off the edge.
Currently my approach is build walls around all of the pieces and then use a popsteerobstacle, but that only kinda works, I still have agents going off, and then sometimes they start floating in the air.
What is the right way to do this?
thanks
Chris
Houdini Indie and Apprentice » randomizing normals
- chris wells
- 57 posts
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thanks for such a quick response vusta! that is a great solution for the grass. I ran into another hangup when I tried to do tress with it. I wanted the trees to just lean a little not quite the 45 angle. which if I crank the up normal then they don't lean so far, however the more lean I remove the more 360 rotation i also remove so they are standing up, straighter but are lining up facing forward.
this did however help me find a solution, made me think of gimbal lock, so I went back to the original one where I had thinks flipping and added an up vector. in a wrangle and it fixed it.
I'm attaching the scene incase anyone else searches for this, then they have two solutions for different problems.
Thanks
Chris
this did however help me find a solution, made me think of gimbal lock, so I went back to the original one where I had thinks flipping and added an up vector. in a wrangle and it fixed it.
I'm attaching the scene incase anyone else searches for this, then they have two solutions for different problems.
Thanks
Chris
Houdini Indie and Apprentice » randomizing normals
- chris wells
- 57 posts
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I'm trying to create a copy to points system that has random rotations on the y but only slight tilting on x and z. Picture blades of grass. They all point up, and spin 360 around the Y but then lean left and right a little.
so I have a randomize attribute set to normals. and when I do -1 to 1 for the X and 0-0 for the Y, the -1 to 1 on the Z it does the spin around the Y. however when I introduce just a little. on the Y .1 for max it does mostly what I want but then I also get a handful of them pointing down? That doesn't make sense to me, and if you look at the normals of the points they look fine,
any ideas what's going on? or is there a better way to do this?
Thanks
Chris
so I have a randomize attribute set to normals. and when I do -1 to 1 for the X and 0-0 for the Y, the -1 to 1 on the Z it does the spin around the Y. however when I introduce just a little. on the Y .1 for max it does mostly what I want but then I also get a handful of them pointing down? That doesn't make sense to me, and if you look at the normals of the points they look fine,
any ideas what's going on? or is there a better way to do this?
Thanks
Chris
Edited by chris wells - Feb. 1, 2018 23:19:53
Technical Discussion » 32 bit float exr's from COPs
- chris wells
- 57 posts
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Technical Discussion » 32 bit float exr's from COPs
- chris wells
- 57 posts
- Offline
thanks for the quick response jsmack, I checked and the SOP import node was already bringing it in at float 32, is there a way to tell a specific node, aka the VOPCOP2filter to process at 32? I can't find anyway to do it and that seems to be the spot where we go from 32 to 16 float.
Thanks
Thanks
Technical Discussion » 32 bit float exr's from COPs
- chris wells
- 57 posts
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so here is a simple scene, doing what was explained above.
I also brought back the exr and blured it in 16 bit and 32 bit to compare and it's clearly the 16bit causing issues.
I just don't understand how I can connect directly to a 16bit red channel after the VOP and have it look fine,
so for clarity, how can I VOP in 32bit, and if I did would that force the exr saver to write a 32bit exr?
Thanks
I also brought back the exr and blured it in 16 bit and 32 bit to compare and it's clearly the 16bit causing issues.
I just don't understand how I can connect directly to a 16bit red channel after the VOP and have it look fine,
so for clarity, how can I VOP in 32bit, and if I did would that force the exr saver to write a 32bit exr?
Thanks
Technical Discussion » 32 bit float exr's from COPs
- chris wells
- 57 posts
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or maybe it just saves out whatever it is given? which if that's the case, how does one process a COP VOP in 32bit float?
I have a height field that I pass it to COPs then use a VOP to put the height data into RGB which at that point it becomes 16bit float. Then when I save that out as a exr, and bring it back into SOPs as a heightfield file, it doesn't match, which means I lost precision at some point. interestingly enough if I just do a heightfile and connect to that VOP and grab the Red channel, it looks fine. so there is something about the exr saver that loses precision. don't know if it's a 16bit thing or what.
I have a height field that I pass it to COPs then use a VOP to put the height data into RGB which at that point it becomes 16bit float. Then when I save that out as a exr, and bring it back into SOPs as a heightfield file, it doesn't match, which means I lost precision at some point. interestingly enough if I just do a heightfile and connect to that VOP and grab the Red channel, it looks fine. so there is something about the exr saver that loses precision. don't know if it's a 16bit thing or what.
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