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Found 342 posts.

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Technical Discussion » Stripping transform motion

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AndyW
342 posts
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 Jan. 31, 2020 11:54:55
Absolutely! I've stripped out the alembic file that was driving the motion and I'm just using a sphere for simplicity. I'm keeping the Rivet setup in case it affects how the matrices are built
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Technical Discussion » Setting z-depth of camera background images

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AndyW
342 posts
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 Jan. 30, 2020 18:06:31
Maya cameras have a handy depth setting for background images, in order to preview footage sequences with alpha in front of the scene geometry, I'm trying to find the how that's done in Houdini. Ideas?
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Technical Discussion » Stripping transform motion

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AndyW
342 posts
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 Jan. 29, 2020 15:07:42
Yes, I'm driving the vellum sim from cached FBX animation from Maya
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Technical Discussion » Stripping transform motion

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AndyW
342 posts
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 Jan. 29, 2020 13:46:30
I'd like to take out the transforms for motion I'm using to drive a Vellum sim, essentially I need the input transforms to drive the sim but I'd like to cache it out at the origin without the transforms, if that makes any sense. Any ideas?
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Technical Discussion » point transform to worldspace

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AndyW
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 Jan. 29, 2020 13:43:28
Solved. Apparently you can't target as a SOP path in the Vellum solver if you're bringing motion in this way, but it does work if you target it as the first input
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Technical Discussion » point transform to worldspace

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AndyW
342 posts
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 Jan. 29, 2020 11:54:09
That should work, but my vellum sim goes nuts even if I drop a timeshift to remove motion. I'm targeting the motion as a SOP path in the solver. Its got to be a vellum targeting thing
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Technical Discussion » point transform to worldspace

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AndyW
342 posts
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 Jan. 28, 2020 17:10:31
I'm a little stumped on getting worldspace transforms from a rivet, for purposes of driving a Vellum sim. I'm importing FBX animation and using Rivet to get a point group for transforms, I need to set my initial transform to that group as a parent, and then run the sim based on that point motion. Any advice on this is much appreciates
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Technical Discussion » Crowds - Link agent layers to states

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AndyW
342 posts
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 Jan. 16, 2020 10:52:21
I've gone through those videos and they're very helpful. To be more specific agent layering is working just fine for me, but I'm looking for a way to weight certain layers to 0 based on the agent state. I've heard of people doing this with regex but haven't seen any specific examples on how to go about it
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Technical Discussion » Crowds - Link agent layers to states

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AndyW
342 posts
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 Jan. 15, 2020 13:30:10
I'm curious how people are going about this. I'd like to be able to link specific agent layers to to that agent's current state/clip. I'm not transitioning between states so that's not a concern. If I have an agent with a list of states and I want to for instance, only have sword layers in the hands of agents using the swing-a-sword state, how would I go about that? Thanks!
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Technical Discussion » VEX find points at branching areas

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AndyW
342 posts
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 Dec. 26, 2019 15:18:02
That's the ticket! thanks
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Technical Discussion » VEX find points at branching areas

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AndyW
342 posts
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 Dec. 26, 2019 13:43:20
I'd like to group points in an l-system only at branches, in other words, find points that are connected to more than two polylines. Any ideas how I would go about that in VEX?
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Technical Discussion » How to random scatter seed for multiple copies

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AndyW
342 posts
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 Dec. 17, 2019 09:51:38
Stamp expressions only work on the copy input side, not on the template points as far as I know. Why not duplicate before scatter? You'll always get a different point distribution
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Technical Discussion » How to random scatter seed for multiple copies

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AndyW
342 posts
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 Dec. 16, 2019 16:08:57
I like to set attributes on the points themselves and reference those in the copy stamp, it's easier to troubleshoot than writing expressions right into the stamp slots. I hope the attached file is helpful
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Technical Discussion » How to random scatter seed for multiple copies

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AndyW
342 posts
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 Dec. 16, 2019 14:28:34
It's not very clear what you're trying achieve, changing the global seed on the scatter nodes just changes the distribution of the points you're copying to
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Technical Discussion » Randomly remove points from group over time

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AndyW
342 posts
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 Nov. 11, 2019 09:59:08
For that group do in a wrangle:

if(rand(@ptnum)<ch('threshold')){
removepoint(0, @ptnum);
}

keyframe the threshold slider over time
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Technical Discussion » VDB remove interior

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AndyW
342 posts
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 Oct. 7, 2019 13:55:34
Great tip, that seems to do the trick
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Technical Discussion » VDB remove interior

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AndyW
342 posts
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 Oct. 4, 2019 14:56:15
I actually figured out a brute force method: Convert to poly, convert back to VDB and then convert to poly once again. Interior prims are culled because the VDB conversion only looks at airtight geometry, at least that's what I think is going on. Either way, it works like a charm.
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Technical Discussion » VDB remove interior

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AndyW
342 posts
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 Oct. 4, 2019 13:22:12
because of the way I'm combining VDB volumes, on conversion I'm getting a lot of polygons on the inside of the mesh, I'm sure there's a way to remove interior voxel data based on a threshold, I'm just not sure exactly how to go about it, tips?
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Technical Discussion » FLIP sim add gravity only to detached particles

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AndyW
342 posts
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 Sept. 30, 2019 10:56:08
I'm looking for ideas on how I might mask gravity just to smaller droplets in a FLIP sim, that have detached from the main sim? Tips?
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Technical Discussion » primitive groups and packed prims

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AndyW
342 posts
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 Sept. 20, 2019 11:40:12
Interesting, that seems counter-intuitive. I wonder in what situations you would want to transfer groups when packing…
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