EnivobThis works perfectly thank you!
v@Cd = {1,1,1};
if (@N.y<0){v@Cd={0,0,0};}
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Technical Discussion » Color points if they are facing toward y
- mannyw
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Technical Discussion » How to select objects with the same materials?
- mannyw
- 31 posts
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Go to material palette tab, find your material in one of the sub tabs there, select it then click the select button on the top most area of that window and it should select all objects with that material assigned.
Or just run this guys script here https://aboeinghoff.com/select-objects-with-this-material/ [aboeinghoff.com] It will create the option to just right click a material in tree view and click select objects with this material similar to maya.
Or just run this guys script here https://aboeinghoff.com/select-objects-with-this-material/ [aboeinghoff.com] It will create the option to just right click a material in tree view and click select objects with this material similar to maya.
Technical Discussion » Color points if they are facing toward y
- mannyw
- 31 posts
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Just like the title suggests, I would like to know if I can color points based on if their normal is facing a positive y value. Not sure how to write that in vex. So if its facing up its white if not then black. Thanks.
Technical Discussion » Convert Copy to Points Packed Geo to Arnold Instance Geo
- mannyw
- 31 posts
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Oh actually you can export packed geo from copy to points to an .ass file. Just need to convert all meshes to polygons before the geo is copied to points.
Technical Discussion » Convert Copy to Points Packed Geo to Arnold Instance Geo
- mannyw
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Hello. I was wondering, is it possible to convert already packed and instanced geo from a copy to points sop into an Arnold readable packed geo type that I can export to an .ass file?
Thanks.
Thanks.
Technical Discussion » Post vellum hair Problem —— hair clump makes the hair rotate abnormally?
- mannyw
- 31 posts
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jsmackOh really? It's been working fine for me so far but I guess there is not much movement in my current sim. It might show with more intense rotation like your saying. Do you have a solution for that case?mannyw
Once its all wired up put this vex in the wrangle:
v@P += v@opinput1_P - v@opinput2_P;
That won't work if there's any rotation in the animation or non-uniform deformation, as the reference frame will be rotated and/or vary spatially.
Technical Discussion » Post vellum hair Problem —— hair clump makes the hair rotate abnormally?
- mannyw
- 31 posts
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The best approach is to framehold your hairgen with a timeshift before doing any work on it with clumps, frizz, and what not. Then after all the clumps and frizz is done create an attribute wrangle and input the hairclump frizz result into input 1, the hairgen before the framehold (animated) in input 2, then take the frameheld hairgen before the clumps and processing and put it into input 3.
Once its all wired up put this vex in the wrangle:
v@P += v@opinput1_P - v@opinput2_P;
This will give the hairclump frizzed fancy hair same motion as the vanilla input hairgen without changing its beautiful shape.
Tanto helped solve this with me over here https://www.sidefx.com/forum/topic/82414/?page=1#heart [www.sidefx.com]
Once its all wired up put this vex in the wrangle:
v@P += v@opinput1_P - v@opinput2_P;
This will give the hairclump frizzed fancy hair same motion as the vanilla input hairgen without changing its beautiful shape.
Tanto helped solve this with me over here https://www.sidefx.com/forum/topic/82414/?page=1#heart [www.sidefx.com]
Technical Discussion » Transfer point position changes to other points
- mannyw
- 31 posts
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Technical Discussion » Transfer point position changes to other points
- mannyw
- 31 posts
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Anyone know of a way to transfer only the point position changes to another object with same point numbers? So that the other object can be deformed but maintain its shape and follow same movement as the other points?
Technical Discussion » Make points travel non stepped
- mannyw
- 31 posts
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So I was going through my old cringe questions on here and I stumbled into this one. I was pretty stressed at the time so sorry if I came off a little unthankful. I appreciate your help. I ended up going with a little different method though in the end and worked out pretty well. Here is scene file if anyone wants to take a peak.
Technical Discussion » What different for bgeo and bgeo.sc
- mannyw
- 31 posts
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NimaWhat use case would we use compressed "bgeo.sc" over regular bgeo? What information is bgeo.sc lacking?
Greeting.
Please check mark's post here:
https://www.sidefx.com/forum/topic/37510/?page=1#post-171095 [www.sidefx.com]
Houdini Lounge » Shape Curves Tool - creates Braids, Dreadlocks, Curls, etc
- mannyw
- 31 posts
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Technical Discussion » Make points travel non stepped
- mannyw
- 31 posts
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vustayes but the issue is the amount effects all the points. I need it to effect individual points through out the shot.
you'd have to animate the Amount somehow
Technical Discussion » Make points travel non stepped
- mannyw
- 31 posts
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Hey guys,
Anyone know how to make this animation non stepped. As in it doesn't just snap to the middle location. I'm trying to animate the points going to the middle procedurally but can't figure this out.
I've attached my hip file and a clip of what I have so far.
Anyone know how to make this animation non stepped. As in it doesn't just snap to the middle location. I'm trying to animate the points going to the middle procedurally but can't figure this out.
I've attached my hip file and a clip of what I have so far.
Edited by mannyw - 2020年11月26日 05:19:58
Technical Discussion » Make points travel to equal points in different position
- mannyw
- 31 posts
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vustaAwesome vusta this solves my first problem, thanks a bunch.
point SOP
preset morph to 2nd input
animate the Amount
(amount CAN be outside of 0-1)
Now I just need to figure out how to threshold that effect so only points within percentage are being effected by that sop if you know what I mean
Technical Discussion » Make points travel to equal points in different position
- mannyw
- 31 posts
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Hello!
Would anyone have a method of making a group of points travel to same group of points that are in different position?
Would also need to be able to make a threshold hold for how many points that this effects so I can animate points traveling to different points every frame. Hope that makes sense.
First photo is start position the second is end position.
I've attached the hip file as well if anyone wants to take a peak.
Would anyone have a method of making a group of points travel to same group of points that are in different position?
Would also need to be able to make a threshold hold for how many points that this effects so I can animate points traveling to different points every frame. Hope that makes sense.
First photo is start position the second is end position.
I've attached the hip file as well if anyone wants to take a peak.
Edited by mannyw - 2020年11月26日 01:47:08
Technical Discussion » How to use "Render" button on custom ROP hda nodes
- mannyw
- 31 posts
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Hey, all you need to do is alt middle mouse button click the render button. This will export the button to type properties in your hda.
Technical Discussion » Redshift Crowd Workflow
- mannyw
- 31 posts
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Hey guys just wondering if there is a workflow for using Redshift with crowds in Houdini. I tried style sheets but it doesn't seem to be compatible. I saw online about a shader switch method but not sure how that would work with Houdini agents. Any ideas?
**UPDATE**
So Saul Espinosa helped me on the redshift facebook group, he said “To support the materials override in the agents from the “agentshapename” attribute, the plugin promote this attribute as “name” to all the final primitives once the agent is expanded at the extraction time, so in your case you only need to set as “Primitive name or path Attribute” condition the agent shape name.”
So basically just need to have target primitive, and change the condition to primitive name or path attribute since that's how redshift looks for the agents at render time.
**UPDATE**
So Saul Espinosa helped me on the redshift facebook group, he said “To support the materials override in the agents from the “agentshapename” attribute, the plugin promote this attribute as “name” to all the final primitives once the agent is expanded at the extraction time, so in your case you only need to set as “Primitive name or path Attribute” condition the agent shape name.”
So basically just need to have target primitive, and change the condition to primitive name or path attribute since that's how redshift looks for the agents at render time.
Edited by mannyw - 2020年1月22日 15:12:39
Technical Discussion » Crowd Sim Not Moving
- mannyw
- 31 posts
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Technical Discussion » Crowd transitions not working.
- mannyw
- 31 posts
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So I have a particle proximity crowd trigger piped to a crowd transition which changes walking state to a still state. For some reason it has no effect though. Any ideas why? Am I missing a step?
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