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Technical Discussion » How to get rid of jitter when adding fur on Vellum?
- HenDaSheng
- 60 posts
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I try to add hair on the basis of Vellum, but when Vellum moves, the hair will vibrate, how can I fix the position of the hair?
Thanks for your help!
Edited by HenDaSheng - 2023年6月12日 10:44:34
Technical Discussion » How to read custom variable in node?
- HenDaSheng
- 60 posts
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BabaJ
You can also use the point function and specify the point number to use or promote the desired point numbers attribute to detail and use the detail function.
Great! This completely solved my problem and has a very clear idea.
Thanks for your help
Edited by HenDaSheng - 2023年6月7日 11:56:04
Technical Discussion » How to read custom variable in node?
- HenDaSheng
- 60 posts
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graham
Since you're creating the attribute in VEX you need to manually create a mapping between the parameter and a variable:addvariablename(0, "h", "MYVAR");
That being said, PolyExtrude won't accept a local variable in that parameter so even if your variable was correctly set up it would throw a warning. In your case you could do something like set the Distance to 1 and use your attribute as the Distance Scale in the Local Attributes tab.
Thank you for your help, but I don't understand the specific method, can you be more specific?
Technical Discussion » How to read custom variable in node?
- HenDaSheng
- 60 posts
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I try to read the height value of line and save it as a custom variable (h).
But when I assign the h variable to polytrude -> dstance, it prompts me that this variable cannot be found.What is the question?
Thanks for your help!
Technical Discussion » How to connect point outlines into lines?
- HenDaSheng
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I found the problem, there is nothing wrong with the calculation method of the graph, but I missed a very important step in the middle.
In the program, 360° is not 360, but PI*2. The i in the for loop represents radians. The current i is an integer from 1 to 360. This is not the "radian" required in the algorithm, which directly leads to problems in the title.
This problem was solved when I converted i from integer to radians via radians() method.
It can be seen that the point numbers are arranged in sequence according to the position, so that when using add node, you can get a flat outline.
In the program, 360° is not 360, but PI*2. The i in the for loop represents radians. The current i is an integer from 1 to 360. This is not the "radian" required in the algorithm, which directly leads to problems in the title.
This problem was solved when I converted i from integer to radians via radians() method.
vector pos = {0, 0, 0}; int pointsNum = chi("point_num"); float a, b, c, t; a = chf("a"); b = chf("b"); c = chf("c"); t = chf("t"); for(int i = 0; i < pointsNum; i++) { float theta = radians(i); pos.x = cos(a * theta + t) + cos(b * theta + t) / 2 + sin(c * theta + t) / 3; pos.y = sin(a * theta + t) + sin(b * theta + t) / 2 + cos(c * theta + t) / 3; addpoint(0, pos); }
It can be seen that the point numbers are arranged in sequence according to the position, so that when using add node, you can get a flat outline.
Technical Discussion » How to connect point outlines into lines?
- HenDaSheng
- 60 posts
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MohanpugazThanks for your help, this does indeed do the contour joining.
i think your values for the variables are too high so you got spiky lines, ive tried smaller numbers it worked perfectly fineImage Not Found
But this method still follows the connection of points, making the shape of the graph uncontrollable. Is it possible to do contour joins while maintaining the shape of the graph?
Technical Discussion » How to connect point outlines into lines?
- HenDaSheng
- 60 posts
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I draw a graph like this through a function, but when I want to use "Add" to connect them into a line, it becomes like this.
Later I found out that the rule of "add" connection is based on the order of point numbers, so it becomes like this.
I want to connect all the points according to the outline of the graph, but I don't know how to realize this connection. Do you have any solution to this problem?
Thank for your help!
Technical Discussion » Can pyro fire every 30 frames?like emitting particles.
- HenDaSheng
- 60 posts
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Technical Discussion » Can pyro fire every 30 frames?like emitting particles.
- HenDaSheng
- 60 posts
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I have made particles emit every few frames, Can pyro do this?
Thanks for your help!
Edited by HenDaSheng - 2023年5月7日 11:17:51
3rd Party » How to stop Redshift noise animation
- HenDaSheng
- 60 posts
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I found the answer here [www.youtube.com], read the comments carefully.
Saw this video before asking, but didn't read the comments, which mentioned a solution to the problem without UVs.
Saw this video before asking, but didn't read the comments, which mentioned a solution to the problem without UVs.
Just in case anybody wonders how to do it without uv's, in case you are doing some proceduraly textureing, add a rest position node before any animation takes place, kind of the same but you won't have to create uv's - Max Rodas
3rd Party » How to stop Redshift noise animation
- HenDaSheng
- 60 posts
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I added the Rs_MaxonNoise texture to the model and set the rotation animation.
But Rs_MaxonNoise is also changing after rendering output.
One way I know is to modify the Noise Source value to "UV".
But I prefer the mapping method where the Source value is "Object". How can I cancel the Noise animation when the Source value is "Object".
Thank for your help!
But Rs_MaxonNoise is also changing after rendering output.
One way I know is to modify the Noise Source value to "UV".
But I prefer the mapping method where the Source value is "Object". How can I cancel the Noise animation when the Source value is "Object".
Thank for your help!
Edited by HenDaSheng - 2023年4月28日 05:01:19
Technical Discussion » How do mass export FBX models?
- HenDaSheng
- 60 posts
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I solved the problem of batch export here.
I don't know why it reminds me that I can't post the link, you can search by the title.
Edited by HenDaSheng - 2023年4月11日 04:35:28
Technical Discussion » How do mass export FBX models?
- HenDaSheng
- 60 posts
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ajz3dnot sure if anything changed since then, but if .fbx still doesnt support per frame export as different fileJust checked, and I couldn't export FBX "Render Frame Range" to separate files with the ROP FBX Output SOP, so it appears that things didn't change much. The animation is written into a single file.
@HenDaSheng, if you're not constrained to FBX files at this point in production, the best format for this kind of task would be Alembic.
Otherwise, if you need to use FBX, but don't want to use TOPs, you can write a Python script (a shelf tool for example), that would:
1. Create a ROP FBX Output SOP.
2. Link its input to currently selected SOP.
3. Set the "Output File" to/path/filename.$F4.fbx
or something like that, depending on your file naming convention and the frame range you want to render.
4. Set other FBX settings.
Then, in a loop for every 10th frame:
1. Press "Save to Disk" button.
2. Move the timeline +10 frames.
3. Go to 1. Rinse and repeat.
And, after the loop completes its cycle, destroy the FBX output node.
Thank you for your reply, I can understand the meaning, but it is difficult to translate it into a concrete implementation process.
Technical Discussion » How do mass export FBX models?
- HenDaSheng
- 60 posts
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坦特Thank for your help. After reading this article, I feel that it is done through TOPs, but I don't know where to start.
I don't have better answer for you, maybe just example using TOPs
https://www.sidefx.com/forum/topic/54398/#post-351084 [www.sidefx.com]
not sure if anything changed since then, but if .fbx still doesnt support per frame export as different file I'd consider TOPs the most straightforward and you even can chose which frames or even just wedge the parameters on your object directly instead of animating, etc
does it need to be .fbx?
Edited by HenDaSheng - 2023年4月3日 10:56:21
Technical Discussion » How do mass export FBX models?
- HenDaSheng
- 60 posts
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Hello everyone, I just made a dynamic model, which changes every 10 frames, and I want to save a fbx file for each change, what should I do?
I checked a lot of information, including the workflow of python and PDG, but they all require a lot of pre-settings, and it is difficult for me to understand the principle. Is there a more concrete and intuitive way to accomplish this?
thanks for your help!
Technical Discussion » Random attributes about copytopoints nodes.
- HenDaSheng
- 60 posts
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Technical Discussion » Random attributes about copytopoints nodes.
- HenDaSheng
- 60 posts
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Hello everyone, I can randomize Houdini's existing attributes through the attributerandom node, such as pscale. If I have a new attribute, such as new_attr in the figure, how can I set a random value for this attribute?
Thank for your help!
Edited by HenDaSheng - 2023年3月31日 07:16:17
Technical Discussion » How to calculate polyextrude Divisions value by attribute.
- HenDaSheng
- 60 posts
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kentin
Oh great, houdini as so much ways to do things, glad you find one !
With my file you can see another one!
Have a good day
I also thought of forloop, but I don't know how to use it.
I can learn forloop from your file again!
Have a great day too!
Technical Discussion » How to calculate polyextrude Divisions value by attribute.
- HenDaSheng
- 60 posts
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HenDaSheng肯廷
Hey,
You can't access an attribute outside a wrangle by just typing @attribute, with few exceptions (like group expression...).
It should be a little vex expression to access to point, detail, vertex or primitive attribute, for example in your case : point(0,0,"exit_div",0) * 10.
If you want a deeper understanding of this, this is the template for this expression that you can find in the doc : point(surface_node, point_number, attribute, index)
It's "0" for the surface node because your attribute is set on the node you edit, but if you want to access an attribute outside, you can replace "0" by an absolute, or relative path like this : point("../attributepromote1",0,"exit_div",0) * 10.
Hope it will help you!
Have a nice day.
Thanks for your help, it's a bit hard for me, I'll look into it.
I tried to write in this way, and it did solve the error, but the Divisions are still the same result.
--------
However, the problem is solved from another angle. There is a Divisions Scale option in PolyExtrude -> Local Control.
Before PolyExtrude, associate exit with divsscale through an expression, thus achieving the desired effect.
Thank you so much for your help and inspiration!
Edited by HenDaSheng - 2023年3月9日 09:49:32
Technical Discussion » How to calculate polyextrude Divisions value by attribute.
- HenDaSheng
- 60 posts
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肯廷
Hey,
You can't access an attribute outside a wrangle by just typing @attribute, with few exceptions (like group expression...).
It should be a little vex expression to access to point, detail, vertex or primitive attribute, for example in your case : point(0,0,"exit_div",0) * 10.
If you want a deeper understanding of this, this is the template for this expression that you can find in the doc : point(surface_node, point_number, attribute, index)
It's "0" for the surface node because your attribute is set on the node you edit, but if you want to access an attribute outside, you can replace "0" by an absolute, or relative path like this : point("../attributepromote1",0,"exit_div",0) * 10.
Hope it will help you!
Have a nice day.
Thanks for your help, it's a bit hard for me, I'll look into it.
I tried to write in this way, and it did solve the error, but the Divisions are still the same result.
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