Benjamin
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HOULY Daily Challenge » Day 8 | Motion: Falling
- Benjamin Lemoine
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Houdini Learning Materials » How to Make Non-Watertight Models Watertight
- Benjamin Lemoine
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Hello
in this webinar their is a whole section about mesh preparation :
https://vimeo.com/420545749 [vimeo.com]
Their is no easy solution i think , it all depend on what you're looking for at the end…
Ben
in this webinar their is a whole section about mesh preparation :
https://vimeo.com/420545749 [vimeo.com]
Their is no easy solution i think , it all depend on what you're looking for at the end…
Ben
Edited by Benjamin Lemoine - 2020年6月24日 10:42:23
Technical Discussion » Trying to simulate packedrbd
- Benjamin Lemoine
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Hello
I made some change to your file
if you want to use some pop force on RBD packed i think the best is to use the RigidBody solver as it can use bullet and take some extra force.
Also if you only want to emit once , you don't really need a POP source …
I made the curve force a lot stronger too
check my file
i hope it helps
Benjamin
I made some change to your file
if you want to use some pop force on RBD packed i think the best is to use the RigidBody solver as it can use bullet and take some extra force.
Also if you only want to emit once , you don't really need a POP source …
I made the curve force a lot stronger too
check my file
i hope it helps
Benjamin
Houdini Indie and Apprentice » Is there any simple way to hold/freeze a point position?
- Benjamin Lemoine
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Hello !
For This kind of “time dependent” situation i think you will need a solver (simple sop solver)
and just copy position from incoming slot 1 if not in group otherwise take previous frame position..
Benjamin
For This kind of “time dependent” situation i think you will need a solver (simple sop solver)
and just copy position from incoming slot 1 if not in group otherwise take previous frame position..
Benjamin
Technical Discussion » Houdini ,Muliti OUTPUT in COP
- Benjamin Lemoine
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Maybe you could use some $OS syntax in the path name , and alt drag your null
so you will have something like OUT1,OUT2…OUT49
and the comp would point to ../$OS and your name the comp node the same and alt drag again !?
or with python it should be straight forward but it's above my knowledge
so you will have something like OUT1,OUT2…OUT49
and the comp would point to ../$OS and your name the comp node the same and alt drag again !?
or with python it should be straight forward but it's above my knowledge
Edited by Benjamin Lemoine - 2020年4月19日 09:16:56
Technical Discussion » Houdini ,Muliti OUTPUT in COP
- Benjamin Lemoine
- 143 posts
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You can ,add 2 null at the end of your trees
then in a Rop network add 2 composite node with paths pointing to those nulls
, merge them and render the merge
then in a Rop network add 2 composite node with paths pointing to those nulls
, merge them and render the merge
Edited by Benjamin Lemoine - 2020年4月19日 05:46:48
Houdini Indie and Apprentice » Capture Layer Paint -- Rigging
- Benjamin Lemoine
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Hello
Maybe you can use the visibility sop to temporally mask the outer primitives !?
and then just bypass it when you're done with the painting
Maybe you can use the visibility sop to temporally mask the outer primitives !?
and then just bypass it when you're done with the painting
Edited by Benjamin Lemoine - 2020年4月1日 04:02:41
Technical Discussion » Issue with simple VEX attributes and Polyextrude
- Benjamin Lemoine
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Hello,
it work if you make the attribute a point attribute
i know that with mesh it has to be a primitive attribute but as you are doing it on polyline …
here is the file
it work if you make the attribute a point attribute
i know that with mesh it has to be a primitive attribute but as you are doing it on polyline …
here is the file
Technical Discussion » uv relax
- Benjamin Lemoine
- 143 posts
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Hello
i supposed you really need a single grid uv
so i change a few stuff in your file
but i think it's very unlikely to get even uv with this technics
i've tried uv flatten but it's impossible to get something
so i used the tension attribute for the pelt
and a frame to straighten border
here's my file :
i supposed you really need a single grid uv
so i change a few stuff in your file
but i think it's very unlikely to get even uv with this technics
i've tried uv flatten but it's impossible to get something
so i used the tension attribute for the pelt
and a frame to straighten border
here's my file :
Edited by Benjamin Lemoine - 2020年3月31日 03:45:13
Technical Discussion » Motion blur is not working. Solver SOP.
- Benjamin Lemoine
- 143 posts
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I'm glad you found this usefull
don't worry about the Rest sop , it's just doing v@rest=v@P;
you could do it with a wrangle too
it's just because with the ray sop you're moving your geometry again next to the noise
so you have to add this translation to the allready existing v…so that's why i added
v@v+=v@P-v@rest; …this is just adding current position minus previous one to the v
Benjamin
don't worry about the Rest sop , it's just doing v@rest=v@P;
you could do it with a wrangle too
it's just because with the ray sop you're moving your geometry again next to the noise
so you have to add this translation to the allready existing v…so that's why i added
v@v+=v@P-v@rest; …this is just adding current position minus previous one to the v
Benjamin
Technical Discussion » Motion blur is not working. Solver SOP.
- Benjamin Lemoine
- 143 posts
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Hello
i managed to get some motion blur in Redshift
as you are moving your line with a curl noise i just plugged this noise value to v
and also as you are raying those line so i calculated and add this translation to v
then on the object tab you have to enable motion blur from v attribute
and also in the render tab..as i think it create a very low velocity value i increased a lot the frame duration
in redshift motion blur tab…but you could also post multiply v attribute as it is “fake” velocity anyway …
one think wich i think doesn't look to cool is that the line are on top of each other , you should fuse and polypath
but that's another story !
i hope it help
Benjamin
i managed to get some motion blur in Redshift
as you are moving your line with a curl noise i just plugged this noise value to v
and also as you are raying those line so i calculated and add this translation to v
then on the object tab you have to enable motion blur from v attribute
and also in the render tab..as i think it create a very low velocity value i increased a lot the frame duration
in redshift motion blur tab…but you could also post multiply v attribute as it is “fake” velocity anyway …
one think wich i think doesn't look to cool is that the line are on top of each other , you should fuse and polypath
but that's another story !
i hope it help
Benjamin
Edited by Benjamin Lemoine - 2020年3月6日 11:20:19
Houdini Indie and Apprentice » Vellum Cloth Solver: DOP Network Constraints - Solved
- Benjamin Lemoine
- 143 posts
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it's simply the same node that in Sop
you just have to point to the body path and group
i created a node to be sure i targeted the group you created
Ben
you just have to point to the body path and group
i created a node to be sure i targeted the group you created
Ben
Edited by Benjamin Lemoine - 2019年12月23日 08:06:28
Houdini Indie and Apprentice » Vaporwave style mountains the easy way?
- Benjamin Lemoine
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Or like this :
it take a few node but you get more flexibility at the end ….
it take a few node but you get more flexibility at the end ….
Edited by Benjamin Lemoine - 2019年12月23日 05:21:57
Houdini Indie and Apprentice » optimizing houdini workflow
- Benjamin Lemoine
- 143 posts
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Hello ,
You should put the file cache between the auto uv and visualize uv. After the operation that is taking time.
Houdini will cook everything that is up to the node you are displaying…
And also learn about the file cache !
First put the correct name you want. Choose between animation and current frame. Press save to disk then check load from disk …
Would be faster to look in the doc or in the forum past post than to wait each time for a reply !
It is workflow optimization too !
You should put the file cache between the auto uv and visualize uv. After the operation that is taking time.
Houdini will cook everything that is up to the node you are displaying…
And also learn about the file cache !
First put the correct name you want. Choose between animation and current frame. Press save to disk then check load from disk …
Would be faster to look in the doc or in the forum past post than to wait each time for a reply !
It is workflow optimization too !
Edited by Benjamin Lemoine - 2019年12月14日 03:59:55
Houdini Indie and Apprentice » optimizing houdini workflow
- Benjamin Lemoine
- 143 posts
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Like Jsmack wrote , Use a File node or File Cache at the end of your tree
Or you can also switch to Manual update instead of Auto in the lower left of the UI
When i've got a file that is crashing instantly saved in Temp , i put the Manual update mode before opening it , it prevent the crash to append…you can do this before opening a file if you don't want to be stuck by a cooking node…or just press Escape on your keyboard to abort cooking …
Or you can also switch to Manual update instead of Auto in the lower left of the UI
When i've got a file that is crashing instantly saved in Temp , i put the Manual update mode before opening it , it prevent the crash to append…you can do this before opening a file if you don't want to be stuck by a cooking node…or just press Escape on your keyboard to abort cooking …
Houdini Indie and Apprentice » Making Vellum Hair/Wire Wind Chime or Baby Mobile
- Benjamin Lemoine
- 143 posts
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Hello
As far as i know you can't really have rigid body mixed with vellum
I would do this kind of set up all in Bullet
check my file :
Benjamin
As far as i know you can't really have rigid body mixed with vellum
I would do this kind of set up all in Bullet
check my file :
Benjamin
Technical Discussion » Storm rendering
- Benjamin Lemoine
- 143 posts
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Thanks for all your answer !
So i suppose it's the perfect viewport when you got some big USD scene to load with animation and so on…
So i suppose it's the perfect viewport when you got some big USD scene to load with animation and so on…
Technical Discussion » Storm rendering
- Benjamin Lemoine
- 143 posts
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Hello
I was wondering what is Storm render mode in Solaris.
I've been searching the documentation and there's nothing about it….
I was wondering what is Storm render mode in Solaris.
I've been searching the documentation and there's nothing about it….
Technical Discussion » Removing points based on line detection
- Benjamin Lemoine
- 143 posts
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The dir vector is first neighbor position (that mean the only neighbor for extremity) minus current point position : that give a vector pointing from my position to the neighbor… So the direction of the line…
Technical Discussion » Removing points based on line detection
- Benjamin Lemoine
- 143 posts
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Hello ,
you could first group by neighbors count as those point have only one
neighbourcount(0,@ptnum)<2
then iterate on this group and compare first neighbor direction with normal :
vector dir =point(0,“P”,neighbour(0,@ptnum,0))-point(0,“P”,@ptnum);
if(normalize(dir)!=normalize(v@N)){
removepoint(0,@ptnum);
}
or with a dot product to enable a little margin of error…
you could first group by neighbors count as those point have only one
neighbourcount(0,@ptnum)<2
then iterate on this group and compare first neighbor direction with normal :
vector dir =point(0,“P”,neighbour(0,@ptnum,0))-point(0,“P”,@ptnum);
if(normalize(dir)!=normalize(v@N)){
removepoint(0,@ptnum);
}
or with a dot product to enable a little margin of error…
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