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Technical Discussion » Modelling Shading Artifacts
- asnowcappedromance
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Technical Discussion » Modelling Shading Artifacts
- asnowcappedromance
- 512 posts
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hi,
looks to me like some points aren't welded right, have you
tried to use the fuse SOP to melt your mesh with the smallest amount of distance ??!
regards,
Manu
looks to me like some points aren't welded right, have you
tried to use the fuse SOP to melt your mesh with the smallest amount of distance ??!
regards,
Manu
Work in Progress » Fun with Particles
- asnowcappedromance
- 512 posts
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hey i really like both of your videos, nicely done.
could you be so kind to share your hipfiles?
i'd love to know how you shaded the particles, as i'm pretty new to houdini
keep up the great work!
regards,
Manu
could you be so kind to share your hipfiles?
i'd love to know how you shaded the particles, as i'm pretty new to houdini
keep up the great work!
regards,
Manu
Technical Discussion » Selecting closest object over a loop
- asnowcappedromance
- 512 posts
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hehe
that's no problem with the font
i already found the solution to the problem, the “nearest_id” paramter didn't update because it was calculated in the point1 SOP. Houdini didn't know which expression to resolve first, so i simply put the nearpoint() expression one node before the Point1 SOP, now everything is working perfectly!!!
here's what i came up with so far:
(i still will take a look on your latest hipfile ofcourse,
i really appreciate your help!!)
EDIT:
ok got it, you replaced the local variables $TX2, $TY2, $TZ2 with the point() expressions, I did almost the same thing in my latest file!
that's no problem with the font
i already found the solution to the problem, the “nearest_id” paramter didn't update because it was calculated in the point1 SOP. Houdini didn't know which expression to resolve first, so i simply put the nearpoint() expression one node before the Point1 SOP, now everything is working perfectly!!!
here's what i came up with so far:
(i still will take a look on your latest hipfile ofcourse,
i really appreciate your help!!)
EDIT:
ok got it, you replaced the local variables $TX2, $TY2, $TZ2 with the point() expressions, I did almost the same thing in my latest file!
Technical Discussion » Selecting closest object over a loop
- asnowcappedromance
- 512 posts
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it seems i expressed myself a little wrong,
with the weird rotation i ment the alignment of my colorpicker mesh, it always rotated wrong when copied onto the template (have a look at my new scene, now it's working correctly)
but how exactly do i know what “transform order” to pick in the transform SOP? in your case you chose “trans_rot_scale” ?! (in the help file this isn't explained at all)
i tried to use the point() expression to get the right numbers of the text
font_object1/Point_Number
displayed, but i had no luck, obviously my expression is wrong again although i did also a new nearpoint() expression within it.
Ah and it's really good to know that the facet SOP is also able to handle normals!
btw nice showreel you got there Tomas!
with the weird rotation i ment the alignment of my colorpicker mesh, it always rotated wrong when copied onto the template (have a look at my new scene, now it's working correctly)
but how exactly do i know what “transform order” to pick in the transform SOP? in your case you chose “trans_rot_scale” ?! (in the help file this isn't explained at all)
i tried to use the point() expression to get the right numbers of the text
font_object1/Point_Number
displayed, but i had no luck, obviously my expression is wrong again although i did also a new nearpoint() expression within it.
Ah and it's really good to know that the facet SOP is also able to handle normals!
btw nice showreel you got there Tomas!
Technical Discussion » Selecting closest object over a loop
- asnowcappedromance
- 512 posts
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very nice!
i will analyze this in a few minutes as soon as i got a decent cup of coffee
greetz,
Manu
i will analyze this in a few minutes as soon as i got a decent cup of coffee
greetz,
Manu
Technical Discussion » Selecting closest object over a loop
- asnowcappedromance
- 512 posts
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heeeeey!
I stuck to your method, Tamte and i'm pretty satisfied with the results so fas as i really know how to handle the point and nearpoint expressions now.
there are still a few questions:
is it possible to copy my colorpicker mesh to the point2 SOP without doing weird rotations and strange alignment? ( i added the correct normal to the point2 but had no success so far )
there is a new font object in my scene.
a) why isn't the text updating
b) why is the color wrong?
if you take a look at my scene you will know what i mean - and i beleave my expressions are right ^^
best regards from Munich,
Manu
I stuck to your method, Tamte and i'm pretty satisfied with the results so fas as i really know how to handle the point and nearpoint expressions now.
there are still a few questions:
is it possible to copy my colorpicker mesh to the point2 SOP without doing weird rotations and strange alignment? ( i added the correct normal to the point2 but had no success so far )
there is a new font object in my scene.
a) why isn't the text updating
b) why is the color wrong?
if you take a look at my scene you will know what i mean - and i beleave my expressions are right ^^
best regards from Munich,
Manu
Technical Discussion » Selecting closest object over a loop
- asnowcappedromance
- 512 posts
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yeaaah i already figured out how to get my normals in the right direction,
lets see if i can apply graham technique to my project …
lets see if i can apply graham technique to my project …
Technical Discussion » Selecting closest object over a loop
- asnowcappedromance
- 512 posts
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WOW! it's amazing how much one can learn of breaking down those hip files, you never would be able to look behind the scenes of a 3DS Max File in this comples way …
Tamte it's really cool how you use the point SOP to achieve this result. But at the moment it's not 100% the way i want the needle to behave. In your file the nearest point is chosen in relation to the rotation parameters of the xform2 node, instead, i want the translation depend on the nearest point of the current point the “needle/colorpicker” is staying on.
so how could i do the translation once my neelde settled on one point?
(i hope this is understandable)
Tamte it's really cool how you use the point SOP to achieve this result. But at the moment it's not 100% the way i want the needle to behave. In your file the nearest point is chosen in relation to the rotation parameters of the xform2 node, instead, i want the translation depend on the nearest point of the current point the “needle/colorpicker” is staying on.
so how could i do the translation once my neelde settled on one point?
(i hope this is understandable)
Technical Discussion » Selecting closest object over a loop
- asnowcappedromance
- 512 posts
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hey Tamte!
you're a genius :wink:
that's exactly what i meant.
let's see if i can understand your hipfile
thx,
Manuel
you're a genius :wink:
that's exactly what i meant.
let's see if i can understand your hipfile
thx,
Manuel
Technical Discussion » Selecting closest object over a loop
- asnowcappedromance
- 512 posts
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ok here is my first attempt to the project, but there are many things i have to figure out.
i want to move the colorpicker over time, no keyframe animation and it should always travel to it's closest neighbour and be right-angled to the big sphere.
also, it should adopt the color of the sphere it's currently staying on.
I am still not sure if the ray sop method is the right thing to do this.
help would be appreciated
i want to move the colorpicker over time, no keyframe animation and it should always travel to it's closest neighbour and be right-angled to the big sphere.
also, it should adopt the color of the sphere it's currently staying on.
I am still not sure if the ray sop method is the right thing to do this.
help would be appreciated
Technical Discussion » Selecting closest object over a loop
- asnowcappedromance
- 512 posts
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ok, that makes sense.
Now comes the fun part:
on this website
http://3d-dave.com/ [3d-dave.com]
you can see in his showreel a project called “colopicker” (min 0:25)
oh and it's terribly streamed, you have to wait some time to be able to watch it
I intend to rebuild this setup and at the moment i'm looking for the best solution to do this. As i'm still new to houdini it would be great to get some support of you guys - for now i'm aware of the ray sop method, and of various expressions (distance, pointdist, nearpoint) and i have to find out which of those methods works best to get the desired result.
any tips or suggestions?
Now comes the fun part:
on this website
http://3d-dave.com/ [3d-dave.com]
you can see in his showreel a project called “colopicker” (min 0:25)
oh and it's terribly streamed, you have to wait some time to be able to watch it
I intend to rebuild this setup and at the moment i'm looking for the best solution to do this. As i'm still new to houdini it would be great to get some support of you guys - for now i'm aware of the ray sop method, and of various expressions (distance, pointdist, nearpoint) and i have to find out which of those methods works best to get the desired result.
any tips or suggestions?
Technical Discussion » Selecting closest object over a loop
- asnowcappedromance
- 512 posts
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thanks a lot for this quick reply!
i think i pretty much got it. (wow that was hard!)
my last two questions:
the last stamp SOP has 2 incoming nodes. How does the expression exactly work and what is its purpose?
( in my understanding you say:
if the current processing number of one individual sphere is equal the numrange2 parameter of the foreachsop, take the input 1, otherwise the input 0)
is that right?
If the foreach SOP has run it's first iteration and the setup deletes the first (original) sphere, how is the next object getting into the original source group? because the primitve numbers rearrange themselves and the is a new primitive number “0” ?
i'm sure i already learned a lot through this hipfile, Houdini rocks
i think i pretty much got it. (wow that was hard!)
my last two questions:
the last stamp SOP has 2 incoming nodes. How does the expression exactly work and what is its purpose?
( in my understanding you say:
if the current processing number of one individual sphere is equal the numrange2 parameter of the foreachsop, take the input 1, otherwise the input 0)
is that right?
If the foreach SOP has run it's first iteration and the setup deletes the first (original) sphere, how is the next object getting into the original source group? because the primitve numbers rearrange themselves and the is a new primitive number “0” ?
i'm sure i already learned a lot through this hipfile, Houdini rocks
Technical Discussion » Selecting closest object over a loop
- asnowcappedromance
- 512 posts
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hey you guys
i'm very interested in this topic, as i'd like to create a similar setup.
I downloaded Grahams latest hipfile and i must admit, i'm struggeling to understand the last parts of the foreach sop!
everything is fine until he creates all those new groups, beginning with the group “new”.
It'd be awesome if you could help me comprehend those last steps of the setup. (especially the usage of the “hit” group)
with the best regards,
Manuel
i'm very interested in this topic, as i'd like to create a similar setup.
I downloaded Grahams latest hipfile and i must admit, i'm struggeling to understand the last parts of the foreach sop!
everything is fine until he creates all those new groups, beginning with the group “new”.
It'd be awesome if you could help me comprehend those last steps of the setup. (especially the usage of the “hit” group)
with the best regards,
Manuel
Edited by - Oct. 26, 2009 14:29:08
Technical Discussion » Cloud of Balloons
- asnowcappedromance
- 512 posts
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if you increase the subdivisions of your wires with for example a resample SOP, you could also play with the spring SOP to move those wires smoothly.
there's a nice sidefx tutorial about seagrass that you might check out:
http://www.sidefx.com/index.php?option=com_content&task=view&id=944&Itemid=257 [sidefx.com]
there's a nice sidefx tutorial about seagrass that you might check out:
http://www.sidefx.com/index.php?option=com_content&task=view&id=944&Itemid=257 [sidefx.com]
Houdini Indie and Apprentice » Groups within PopNet
- asnowcappedromance
- 512 posts
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As long as you render shadows with deapth maps instead of raytracing sprites are very fast to render.
so … let's see some results
so … let's see some results
Houdini Indie and Apprentice » Groups within PopNet
- asnowcappedromance
- 512 posts
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hi Alex,
maybe this will help, it's a tutorial about creating smoke for a meteor.
After watching the 3D Buzz' Basic Shader Tutorial i really did understand the building of the shader and the results aren't that bad.
Of course you would have to tweak stuff to get you desired results.
http://studentpages.scad.edu/~rcampb23/houdini/tutorials/meteor/meteor_tutorial.html [studentpages.scad.edu]
another tutorial you could have a look at, is on the sidefx website itself:
http://www.sidefx.com/images/stories/tutorials/effects/working_particles/working_with_particles.pdf [sidefx.com]
so have fun with those lessons, i certainly did.
regards,
Manu
maybe this will help, it's a tutorial about creating smoke for a meteor.
After watching the 3D Buzz' Basic Shader Tutorial i really did understand the building of the shader and the results aren't that bad.
Of course you would have to tweak stuff to get you desired results.
http://studentpages.scad.edu/~rcampb23/houdini/tutorials/meteor/meteor_tutorial.html [studentpages.scad.edu]
another tutorial you could have a look at, is on the sidefx website itself:
http://www.sidefx.com/images/stories/tutorials/effects/working_particles/working_with_particles.pdf [sidefx.com]
so have fun with those lessons, i certainly did.
regards,
Manu
Technical Discussion » Cloud of Balloons
- asnowcappedromance
- 512 posts
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Technical Discussion » Cloud of Balloons
- asnowcappedromance
- 512 posts
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Hi Tamte,
i like your example! could you please explain why you used the “skip to the Nth point” with an increment value of “$N/2” in the add SOP ?
I can't find a helpful description in the help file …
best regards,
Manuel
i like your example! could you please explain why you used the “skip to the Nth point” with an increment value of “$N/2” in the add SOP ?
I can't find a helpful description in the help file …
best regards,
Manuel
Houdini Lounge » light instancing
- asnowcappedromance
- 512 posts
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