that animation runs at light speed on my computer, not a new one either (amd64x2 6400 8Gb nvidia 9600GT) but then it is only a box moving between two points.
list you exact desktop pc spec if you want someone to point out the weak link would be my suggestion ;0)
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Houdini Indie and Apprentice » Why is my rendering so slow?
- iseefishpeople
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Houdini Indie and Apprentice » lego wall version 4.16, roofing update
- iseefishpeople
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elusive roof added along with a major variable cleanup and detachment from the interface/other dependant nodes
happy with my roof though is missing the connecting slates as per the original python version, not happy with it's cook speed though
more work to do
happy with my roof though is missing the connecting slates as per the original python version, not happy with it's cook speed though
more work to do
Houdini Indie and Apprentice » lego wall version 4.16, roofing update
- iseefishpeople
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a cleaned up and debugged version attached, no questions for this version, the above questions were un answered so i have trimmed the feature creep to pure working features only including:
- any size bricks
- variable mortar width
- fixed polygon/variable angled multiple walls
- multiple windows per wall
- arched/square windows
- window edges
- mutli point pyramid
missing is :
- roof
- nice corners when the angle isnt 90
- cross section (does not corner nicely)
;0)
- any size bricks
- variable mortar width
- fixed polygon/variable angled multiple walls
- multiple windows per wall
- arched/square windows
- window edges
- mutli point pyramid
missing is :
- roof
- nice corners when the angle isnt 90
- cross section (does not corner nicely)
;0)
Work in Progress » CreepyTree In Progress
- iseefishpeople
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Houdini Indie and Apprentice » lego wall version 4.16, roofing update
- iseefishpeople
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hi guys
i was playing with the ramped version of the wall, attempting to allow infinite ramp choice via multi block folder
whilst i have managed to get the python working that fills a ordered menu with the names of the wall styles defined in the multi block folder
the ramps on the interface refuses to link to the one on the VOP, i edited the expression on the VOP's ramp parameter to point to the ramp in the multi block folder
ch(“../wallstyle_rear” + chs(“../wallstyle”))
but this does not pull in the dynamic ramp from the interface
ideas anyone
thanks
r;0)b
i was playing with the ramped version of the wall, attempting to allow infinite ramp choice via multi block folder
whilst i have managed to get the python working that fills a ordered menu with the names of the wall styles defined in the multi block folder
the ramps on the interface refuses to link to the one on the VOP, i edited the expression on the VOP's ramp parameter to point to the ramp in the multi block folder
ch(“../wallstyle_rear” + chs(“../wallstyle”))
but this does not pull in the dynamic ramp from the interface
ideas anyone
thanks
r;0)b
Houdini Indie and Apprentice » lego wall version 4.16, roofing update
- iseefishpeople
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could do with a little VOP's help,
i am trying to use VOPs to apply a ramp parameter(s) to the front and back edges of the wall, the idea is to allow the cross section of the wall to be controlled from two ramps allowing for a curved wall,
thanks
r;0)b
am well pleased to get to grips with VOPs, have sorted this cross section out, working version attached ;0)
i am trying to use VOPs to apply a ramp parameter(s) to the front and back edges of the wall, the idea is to allow the cross section of the wall to be controlled from two ramps allowing for a curved wall,
thanks
r;0)b
am well pleased to get to grips with VOPs, have sorted this cross section out, working version attached ;0)
Houdini Lounge » Next major Houdini release will not support 32bit
- iseefishpeople
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Houdini Lounge » Houdini 13 Wishlist.
- iseefishpeople
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a few more primitive nodes, would be nice to match 3dsmax on this one
and to have some that they havnt thought of would be better
extend the level of detail on the help for the main node reference would help decrease the learning curve, especially listing common uses of each of the nodes with more working examples
implement the ZBrush GoZ function so that an seamless workflow between the zbrush/houdini can be used without needing to utilize max/maya
some updates to the edit modelling side of houdini, topogun style
include a base rigged demo anatomically correct character mesh, including
- male/female
- default correctly animated walk
- full working bones/muscle/face
- deformed skin from the muscle/bone
- controls to alter the bones/muscles dimensions
able to generate a fully working rigged base of any proportion, sending the deformed skin to zbrush ready for sculpting, then when done import straight back to houdini (via the GoZ function) for immediate animation of the skin on the muscle/bone rig.
include default animated demo scene's, utilising instances of the demo character to visually demonstrate efficiently rigged scenes styles/fx for the apprentice program
and to have some that they havnt thought of would be better
extend the level of detail on the help for the main node reference would help decrease the learning curve, especially listing common uses of each of the nodes with more working examples
implement the ZBrush GoZ function so that an seamless workflow between the zbrush/houdini can be used without needing to utilize max/maya
some updates to the edit modelling side of houdini, topogun style
include a base rigged demo anatomically correct character mesh, including
- male/female
- default correctly animated walk
- full working bones/muscle/face
- deformed skin from the muscle/bone
- controls to alter the bones/muscles dimensions
able to generate a fully working rigged base of any proportion, sending the deformed skin to zbrush ready for sculpting, then when done import straight back to houdini (via the GoZ function) for immediate animation of the skin on the muscle/bone rig.
include default animated demo scene's, utilising instances of the demo character to visually demonstrate efficiently rigged scenes styles/fx for the apprentice program
Edited by - 2013年1月26日 18:36:34
Houdini Indie and Apprentice » lego wall version 4.16, roofing update
- iseefishpeople
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my thanks for the critique/corrections, and taking the time out of your schedule to educate me on this, i will take your points on board and hope my errors and your corrections help open the eyes of many an apprentice.
you sir are a star ;0)
PPS the vop sop was an eye opener
PPPS version 15 attached, updates toms version with variable length walls ;0)
—— some items of interest found after analysis ————-
opinputpath(name, index) access connected nodes
ifs(expression, true_value, false_value) finally found the equivalent of iif in VB.NET
you sir are a star ;0)
PPS the vop sop was an eye opener
PPPS version 15 attached, updates toms version with variable length walls ;0)
—— some items of interest found after analysis ————-
opinputpath(name, index) access connected nodes
index is the 0-based number of the input. For example, to get the path of the node connected to the first input, use opinputpath(“.”, 0), and for the second input, use opinputpath(“.”, 1)arclen(surface_node, prim_num, ustart, ustop) returns the literal arc length of an indexed primitive, in this case the curves of a circle connected to input 0
ch(“../circle_building_sides/divs”)*(ch(“../foreach_sides/wall/sizex”)+ch(“../foreach_sides/brick/sizex”))/arclen(opinputpath(“.”,0), 0, 0, 1)how to set the point normals to a different direction by using sort to shift the points back 1 point. Then feed the original and the sorted version of the circle primitive into the add sop setting the normals to $TX-$TX2, $TY-$TY2, $TZ-$TZ2. Very cute as the direction of the normal alters depending upon the number of divisions in the circle and the offset in the sort shift sop.
ifs(expression, true_value, false_value) finally found the equivalent of iif in VB.NET
ifs( ch(“../../fixed_or_variable/input”), stamps(“..”, chs(“../forstamp”), 1),“”)
Houdini Indie and Apprentice » lego wall version 4.16, roofing update
- iseefishpeople
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the next iteration of this wall is to create a set of walls connected at variable angles (as opposed to all angles being 90degrees if a 4sided poly was used)
the previous version was based on a polygon circle
this version includes a switch that changes the input geo to a curve
this curve contains one point (0,0,0) and is built via a foreach looping around the multiblock params for the sides, using the angle specified against each side to add a point to the curve
the problem i have is how to store the last point added in this parm
foreach_sidepre->polyline->LastX & LastZ
copied from this parm in the previous iteration of the loop
foreach_sidepre->polyline->NextX & NextZ
any thoughts on this appreciated
the previous version was based on a polygon circle
this version includes a switch that changes the input geo to a curve
this curve contains one point (0,0,0) and is built via a foreach looping around the multiblock params for the sides, using the angle specified against each side to add a point to the curve
the problem i have is how to store the last point added in this parm
foreach_sidepre->polyline->LastX & LastZ
copied from this parm in the previous iteration of the loop
foreach_sidepre->polyline->NextX & NextZ
any thoughts on this appreciated
Houdini Indie and Apprentice » lego wall version 4.16, roofing update
- iseefishpeople
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you have my thanks for looking into that ;0)
nice easy fixes to apply, literally just
- gave each for loop a unique name
- removed the extra stamp naming on the not_any_window group/forloop
- will implement a parameters holder as these calculations badly need simplifying
again my thanks i was stuck on this ;0)
————–
PS: have simplified the math via parameters as was suggested in the attached version
nice easy fixes to apply, literally just
- gave each for loop a unique name
- removed the extra stamp naming on the not_any_window group/forloop
- will implement a parameters holder as these calculations badly need simplifying
again my thanks i was stuck on this ;0)
————–
PS: have simplified the math via parameters as was suggested in the attached version
Houdini Indie and Apprentice » lego wall version 4.16, roofing update
- iseefishpeople
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i have changed this wall into a doubled up foreach loop
matching the doubled up multi block param list controlling the number of sides and the number/location of windows per side
but the first side's window gets applied to every side, whereas each separate side should be capable of multiple different openings
your first fix taught me much tamte, was hoping for similar inspiration
please anyone take a sneak peek
has been hurting my head for a week
really do appreciate it
thanks
r;0)b
matching the doubled up multi block param list controlling the number of sides and the number/location of windows per side
but the first side's window gets applied to every side, whereas each separate side should be capable of multiple different openings
your first fix taught me much tamte, was hoping for similar inspiration
please anyone take a sneak peek
has been hurting my head for a week
really do appreciate it
thanks
r;0)b
Edited by - 2012年12月31日 17:22:35
Houdini Indie and Apprentice » roughing up?
- iseefishpeople
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definatly the displacement style, investigating some examples
thanks for getting back to me ;0)
———
well i used the shader from http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27206&highlight=displacement [sidefx.com] and it does rough the whole wall object in render, though not individual bricks or mortar, investigation continues…………
thanks for getting back to me ;0)
———
well i used the shader from http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27206&highlight=displacement [sidefx.com] and it does rough the whole wall object in render, though not individual bricks or mortar, investigation continues…………
Houdini Indie and Apprentice » roughing up?
- iseefishpeople
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hi guys
i would like to be able to rough up the brick edges as no brick wall is perfectly even and straight but not sure how 2 proceed
;0)
i would like to be able to rough up the brick edges as no brick wall is perfectly even and straight but not sure how 2 proceed
;0)
Edited by - 2013年1月26日 18:11:25
Work in Progress » Generating brick wall patterns
- iseefishpeople
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dont know if it will help you, but i wrote a loop ages ago that used pure python to output a house including roof for a house logo project i was working on at the time, see attached ;0)
Houdini Indie and Apprentice » copy to side of a poly, issues with 3/5 sides [SOLVED]
- iseefishpeople
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Houdini Indie and Apprentice » copy to side of a poly, issues with 3/5 sides [SOLVED]
- iseefishpeople
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well have done some digging into polygon circle math and NEARLY fixed this by setting:
- shift_wall_right_by_half_brick_width/sizex = ch(“../wall/cols”)/(2*tan(180/ch(“divs”)))
- room_sides/radx & y = ch(“../wall/cols”)/(2*tan(180/ch(“divs”)))
as per this formula at http://www.mathopenref.com/polygonincircle.html [mathopenref.com]
thanks to all for looking
;0)
after more testing i can see that this works ONLY if the bricks have no depth, the more z added the more wrong it looks
- shift_wall_right_by_half_brick_width/sizex = ch(“../wall/cols”)/(2*tan(180/ch(“divs”)))
- room_sides/radx & y = ch(“../wall/cols”)/(2*tan(180/ch(“divs”)))
as per this formula at http://www.mathopenref.com/polygonincircle.html [mathopenref.com]
thanks to all for looking
;0)
after more testing i can see that this works ONLY if the bricks have no depth, the more z added the more wrong it looks
Houdini Indie and Apprentice » lego wall version 4.16, roofing update
- iseefishpeople
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that is perfect, my thanks for your time, i wouldn't have guessed how to stamp in that fashion, very neat solution, has cut out 30 nodes, i knew needed a loop as i am a computer programmer by trade, i also get how to use the array of parms, my wall grows more powerful by the day ;0)
Houdini Indie and Apprentice » lego wall version 4.16, roofing update
- iseefishpeople
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hi guys
i am still messing around with brick walls, is teaching me plenty, however have hit the wall on how to do this one:
in the attached file if you select the out node you will see that this code creates a notwindow group (selects only the points from the wall that dont have a window) and that a group is built up for the half bricks left and right edges of each window.
You also will see that the ten parameters in the windows&doors section of the interface are non dynamic (parmWindowY,parmWindowX, parmWindowInsetX, parmWindowInsetY) and are duplicated 10 times to make the window holes happen.
In the parameter interface, I have found the folder type “Multiparm Block Tabs” perfect to allow an infinite amount of windows and doors, i have added this in.
I was thinking that i would place the 3 group geo nodes for each instance in a foreach node, however i do not see how to iterate through the block tabs and output 3 groups (notwindow, half_bricks_left, half_bricks_right) as they dont seem to be an array.
your thoughts on this would be appreciated
i am still messing around with brick walls, is teaching me plenty, however have hit the wall on how to do this one:
in the attached file if you select the out node you will see that this code creates a notwindow group (selects only the points from the wall that dont have a window) and that a group is built up for the half bricks left and right edges of each window.
You also will see that the ten parameters in the windows&doors section of the interface are non dynamic (parmWindowY,parmWindowX, parmWindowInsetX, parmWindowInsetY) and are duplicated 10 times to make the window holes happen.
In the parameter interface, I have found the folder type “Multiparm Block Tabs” perfect to allow an infinite amount of windows and doors, i have added this in.
I was thinking that i would place the 3 group geo nodes for each instance in a foreach node, however i do not see how to iterate through the block tabs and output 3 groups (notwindow, half_bricks_left, half_bricks_right) as they dont seem to be an array.
your thoughts on this would be appreciated
Edited by - 2013年10月2日 17:59:26
Houdini Indie and Apprentice » copy to side of a poly, issues with 3/5 sides [SOLVED]
- iseefishpeople
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thanks for spending the time on this joker, neat solution, very minimal, especially like the way you have reduced
the double copy sop to a line stacked
to
single copy to grid
i had it that way so that i could stagger the bricks in the wall,
again thanks for getting back as i was pretty much stuck on how to get the walls to face the right way round
keep it real
r;0)b
hi joker,
i have applied your much simpler wall method, setup the stagger, works perfectly but ONLY if the building has 4 sides, if i change the sides to 3, 5,6 etc then the sides dont join together, they overlap, see attached.
I appreciate that this is a math problem, but am not sure what the formula would be, could you have a look? all help appreciated
the double copy sop to a line stacked
to
single copy to grid
i had it that way so that i could stagger the bricks in the wall,
again thanks for getting back as i was pretty much stuck on how to get the walls to face the right way round
keep it real
r;0)b
hi joker,
i have applied your much simpler wall method, setup the stagger, works perfectly but ONLY if the building has 4 sides, if i change the sides to 3, 5,6 etc then the sides dont join together, they overlap, see attached.
I appreciate that this is a math problem, but am not sure what the formula would be, could you have a look? all help appreciated
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