thanks for the tip Marty,
unfortunately changing to US layout didnt solve it.
K
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Technical Discussion » keyboard issues with OSX
- kustaa
- 47 posts
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Technical Discussion » keyboard issues with OSX
- kustaa
- 47 posts
- Offline
Hi,
Im running houdini on osx 10.8.2 and i have problems with creating certain characters.
Biggest problem is that i cant create “$” character, so ive ended up copy pasting it from outside of houdini. Not very convenient.
It seems that none of the “Alt+” characters dont work.
Im using finnish layout but changing to uk layout didnt solve it either.
Has anyone had similar problems?
thanks!
Kustaa
Im running houdini on osx 10.8.2 and i have problems with creating certain characters.
Biggest problem is that i cant create “$” character, so ive ended up copy pasting it from outside of houdini. Not very convenient.
It seems that none of the “Alt+” characters dont work.
Im using finnish layout but changing to uk layout didnt solve it either.
Has anyone had similar problems?
thanks!
Kustaa
Technical Discussion » shadow casting with pbr
- kustaa
- 47 posts
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Technical Discussion » shadow casting with pbr
- kustaa
- 47 posts
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hehey!
actually my light is geometry based (emission & diffuseDepth > 0) and i guess this sort of light linking is not possible?
prove me wrong!
actually my light is geometry based (emission & diffuseDepth > 0) and i guess this sort of light linking is not possible?
prove me wrong!
Technical Discussion » shadow casting with pbr
- kustaa
- 47 posts
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hi,
I would want to disable shadow casting for diffuse rays for a specific geometry in PBR.
How should i do it?
cheers,
Kustaa
I would want to disable shadow casting for diffuse rays for a specific geometry in PBR.
How should i do it?
cheers,
Kustaa
Technical Discussion » voronoi constant width cell borders
- kustaa
- 47 posts
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i think i got closer to the solution!
instead of considering just a pair of points from pointcloud i need to compare more of them. also it helped alot to write this in vex instead of trying to navigate in vop-wire-jungle.
this is my first shader written in vex an theres some issues that i need to clean up, especially with looping through the points, right now its “hardcoded” to go through 4 points. but i couldnt wait to show it.
surface
voro()
{
int loop;
int handle;
int success;
float data;
vector pc;
vector oP;
int iter;
oP = ptransform(“space:current”, “spacebject”, P);
handle = pcopen(“/home/vuoriku/Desktop/pc.pc”, “P”, oP, 9999, 4);
loop = 1;
iter = 0;
while( loop != 0 )
{
vector pc1;
vector pc2;
vector pc3;
success = pciterate(handle);
pcimport(handle, “P”, pc);
//gather first three points
if(iter == 0)
{
pc1 = pc;
}
if(iter == 1)
{
pc2 = pc;
}
if(iter == 2)
{
pc3 = pc;
}
//main loop
if(iter == 3)
{
vector m1 = (pc1+pc2)*0.5;
vector pm = oP-m1;
float dist1 = abs(dot(normalize(pc1-pc2), pm));
m1 = (pc1+pc3)*0.5;
pm = oP-m1;
float dist2 = abs(dot(normalize(pc1-pc3), pm));
m1 = (pc1+pc)*0.5;
pm = oP-m1;
float dist3 = abs(dot(normalize(pc1-pc), pm));
data = dist1;
if(dist2 < dist1 && dist2 < dist3){ data = dist2;}
if(dist3 < dist1 && dist3 < dist2){ data = dist3;}
}
loop = success;
iter += 1;
}
Cf = filterstep(0.03, data, “width”, 0.01);
}
instead of considering just a pair of points from pointcloud i need to compare more of them. also it helped alot to write this in vex instead of trying to navigate in vop-wire-jungle.
this is my first shader written in vex an theres some issues that i need to clean up, especially with looping through the points, right now its “hardcoded” to go through 4 points. but i couldnt wait to show it.
surface
voro()
{
int loop;
int handle;
int success;
float data;
vector pc;
vector oP;
int iter;
oP = ptransform(“space:current”, “spacebject”, P);
handle = pcopen(“/home/vuoriku/Desktop/pc.pc”, “P”, oP, 9999, 4);
loop = 1;
iter = 0;
while( loop != 0 )
{
vector pc1;
vector pc2;
vector pc3;
success = pciterate(handle);
pcimport(handle, “P”, pc);
//gather first three points
if(iter == 0)
{
pc1 = pc;
}
if(iter == 1)
{
pc2 = pc;
}
if(iter == 2)
{
pc3 = pc;
}
//main loop
if(iter == 3)
{
vector m1 = (pc1+pc2)*0.5;
vector pm = oP-m1;
float dist1 = abs(dot(normalize(pc1-pc2), pm));
m1 = (pc1+pc3)*0.5;
pm = oP-m1;
float dist2 = abs(dot(normalize(pc1-pc3), pm));
m1 = (pc1+pc)*0.5;
pm = oP-m1;
float dist3 = abs(dot(normalize(pc1-pc), pm));
data = dist1;
if(dist2 < dist1 && dist2 < dist3){ data = dist2;}
if(dist3 < dist1 && dist3 < dist2){ data = dist3;}
}
loop = success;
iter += 1;
}
Cf = filterstep(0.03, data, “width”, 0.01);
}
Technical Discussion » voronoi constant width cell borders
- kustaa
- 47 posts
- Offline
thanks for your replies Pagefan and rgd!
@Pagefan
i had a quick try with your constant width voronoi but i seem to get the same crossing problems as with my dot based solution. its more obvious with thicker lines.
@rgd
that derivative based “normalization” looks really intresting, i have to take a closer look at it. im afraid that it might have the same problems as the other two approaches. since the crossing problems appear where the pointcloud pair changes. maybe i need to read my points differently
i made again a picture that tries to explain what i think the problem is.
black lines are the cell borders, grey lines show where the pointcloud pairs change and white is the constant width border.
cheers!
@Pagefan
i had a quick try with your constant width voronoi but i seem to get the same crossing problems as with my dot based solution. its more obvious with thicker lines.
@rgd
that derivative based “normalization” looks really intresting, i have to take a closer look at it. im afraid that it might have the same problems as the other two approaches. since the crossing problems appear where the pointcloud pair changes. maybe i need to read my points differently
i made again a picture that tries to explain what i think the problem is.
black lines are the cell borders, grey lines show where the pointcloud pairs change and white is the constant width border.
cheers!
Technical Discussion » voronoi constant width cell borders
- kustaa
- 47 posts
- Offline
ive been trying to do a shader that would draw voronoi cell borders with constant width ( constant world space width).
my best result so far is by getting two closest point from point cloud(PC1 and PC2) getting the mid point between them(M). then doing a dot product between vector M-P and normalized PC1-PC2 and then thresholding that distance value to get the line. it works allmost beatifully. i get problems on the cell border crossings.
maybe my approach is completely off, any better thoughts?
cheers
Kustaa
my best result so far is by getting two closest point from point cloud(PC1 and PC2) getting the mid point between them(M). then doing a dot product between vector M-P and normalized PC1-PC2 and then thresholding that distance value to get the line. it works allmost beatifully. i get problems on the cell border crossings.
maybe my approach is completely off, any better thoughts?
cheers
Kustaa
Technical Discussion » flock of fishes question!
- kustaa
- 47 posts
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i made a post on odforce while ago on this matter, check it here:
http://forums.odforce.net/index.php?/topic/11329-parting-particles-around-an-object/page__p__73763&#entry73763 [forums.odforce.net]
heres also a little update on the voppop force. scene is slightly messy but behaviour is better than in the previous version
Kustaa
http://forums.odforce.net/index.php?/topic/11329-parting-particles-around-an-object/page__p__73763&#entry73763 [forums.odforce.net]
heres also a little update on the voppop force. scene is slightly messy but behaviour is better than in the previous version
Kustaa
Technical Discussion » voronoi and poincloud in shading context
- kustaa
- 47 posts
- Offline
hi Brian,
and thanks a ton for the scenes and making the problem so simple!
works really nicely.
and since i only need the first distance the borders wont be a problem in my case.
cheers!
Kustaa
and thanks a ton for the scenes and making the problem so simple!
works really nicely.
and since i only need the first distance the borders wont be a problem in my case.
cheers!
Kustaa
Technical Discussion » voronoi and poincloud in shading context
- kustaa
- 47 posts
- Offline
hi,
id like to control the input points for a vornoi noise in shader with a pointcloud from SOP. i guess i need to use the pcopen to get to the pointcloud.
but what data to fetch and how to feed it in for the voronoi. is it even possible with the existing node or should it be done manually in vex?
cheers!
Kustaa
id like to control the input points for a vornoi noise in shader with a pointcloud from SOP. i guess i need to use the pcopen to get to the pointcloud.
but what data to fetch and how to feed it in for the voronoi. is it even possible with the existing node or should it be done manually in vex?
cheers!
Kustaa
Technical Discussion » Particles flowing around an object
- kustaa
- 47 posts
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Technical Discussion » separating points into multiple files
- kustaa
- 47 posts
- Offline
Technical Discussion » separating points into multiple files
- kustaa
- 47 posts
- Offline
hi,
i want to split my points in sop context to multiple groups and store each group as a separate file.
my first try was with forEachSop. inside it i make a group of points, delete others and store the result with file node. this worked ok but it gets really slow when i have lots of points and many iterations on forEach.
on my foreach approach my main problem is the deleting of points before saving to file. lets say i have 200000 points and i want to split them in 20 files. i have to delete 190000 points to be able to save those 10000 points to file. and i have to repeat this twenty times. not very efficinet..
it would be nice to be able to save a point group to disk without needing to delete the rest of the points.
i was hoping to write a vexsop that would split the points in groups and store them with pcwrite function. but it seems that pcwrite doesnt work on sop context(even though houdini manual says it would).
is there some other way to write on file in vex? or maybe theres a function in HOM that i could use for writing to .pc/.bgeo file?
theres example source code for storing points in custom file format in HOM manual but i would need .bgeo or .pc cos i want to read the files in delayed read archive.
i posted this on odforce but maybe someone here has an idea..
thanks!
Kustaa
i want to split my points in sop context to multiple groups and store each group as a separate file.
my first try was with forEachSop. inside it i make a group of points, delete others and store the result with file node. this worked ok but it gets really slow when i have lots of points and many iterations on forEach.
on my foreach approach my main problem is the deleting of points before saving to file. lets say i have 200000 points and i want to split them in 20 files. i have to delete 190000 points to be able to save those 10000 points to file. and i have to repeat this twenty times. not very efficinet..
it would be nice to be able to save a point group to disk without needing to delete the rest of the points.
i was hoping to write a vexsop that would split the points in groups and store them with pcwrite function. but it seems that pcwrite doesnt work on sop context(even though houdini manual says it would).
is there some other way to write on file in vex? or maybe theres a function in HOM that i could use for writing to .pc/.bgeo file?
theres example source code for storing points in custom file format in HOM manual but i would need .bgeo or .pc cos i want to read the files in delayed read archive.
i posted this on odforce but maybe someone here has an idea..
thanks!
Kustaa
Houdini Indie and Apprentice » instancepoint controlling delayed archive sequence
- kustaa
- 47 posts
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Houdini Indie and Apprentice » instancepoint controlling delayed archive sequence
- kustaa
- 47 posts
- Offline
thanks for quick reply Soothsayer!
this technique would mean that i need to have one DRA shader for each archive file. would it be possible with just one DRA shader and overriding its file attribute per instance point?
thank you!
K
this technique would mean that i need to have one DRA shader for each archive file. would it be possible with just one DRA shader and overriding its file attribute per instance point?
thank you!
K
Houdini Indie and Apprentice » instancepoint controlling delayed archive sequence
- kustaa
- 47 posts
- Offline
hi,
i would want to point instance geometry(with delayed read archive procedural shader attached to it) to a point grid. i would also need to control the filename of the archive with instancepoint().
i can easily control parameters on standard surface shader with instancepoint() but how to do it for delayed archive procedural?
i guess i need a material node in the pointgrid sop with a parameter override for the DRA shaders file attribute?
hope this makes some sense..
cheers,
Kustaa
i would want to point instance geometry(with delayed read archive procedural shader attached to it) to a point grid. i would also need to control the filename of the archive with instancepoint().
i can easily control parameters on standard surface shader with instancepoint() but how to do it for delayed archive procedural?
i guess i need a material node in the pointgrid sop with a parameter override for the DRA shaders file attribute?
hope this makes some sense..
cheers,
Kustaa
Technical Discussion » Particles flowing around an object
- kustaa
- 47 posts
- Offline
i allready replied to you on odforce but ill post this here aswell:
i gave it a go with sdfs and voppops.
first im checking the TX TY TZ from source points and using those as goal values on voppop.
in the same voppop i push the particles away from the blocking geo(sdf).
the sdf force could be improved a lot but maybe it gives u a starting point.
Kustaa
i gave it a go with sdfs and voppops.
first im checking the TX TY TZ from source points and using those as goal values on voppop.
in the same voppop i push the particles away from the blocking geo(sdf).
the sdf force could be improved a lot but maybe it gives u a starting point.
Kustaa
Houdini Indie and Apprentice » getting smoke density to sop
- kustaa
- 47 posts
- Offline
quite often when u present your problem to others it helps yourself to see it more clearly.
obviously dopImportFields was the node i was looking for.
K
obviously dopImportFields was the node i was looking for.
K
Houdini Indie and Apprentice » getting smoke density to sop
- kustaa
- 47 posts
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hi,
im advecting particles with smoke and rendering those particles as points.
i would need proper normals for the points for shading.
my plan was to create sdf from the smoke density and from that calculate normals for the points using vopsop.
my problem is really simple:
how do i get the smoke density to sop level so i can calculate the sdf using iso offset.
is that the way to go or is there something more straightforward?
thanks!
Kustaa
im advecting particles with smoke and rendering those particles as points.
i would need proper normals for the points for shading.
my plan was to create sdf from the smoke density and from that calculate normals for the points using vopsop.
my problem is really simple:
how do i get the smoke density to sop level so i can calculate the sdf using iso offset.
is that the way to go or is there something more straightforward?
thanks!
Kustaa
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