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Technical Discussion » How to calculate polyextrude Divisions value by attribute.
- HenDaSheng
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I want to affect the height of polyextrude by creating a new `exit` value. The Divisions value is also calculated based on `exit`, but polyextrude prompts Local variable 'exit_div' not found. I tried converting the `exit` to a point type(`exit_div`), but the prompt persists. why is it like this? thanks for your help!
Technical Discussion » How is this Pop/Grains dynamic achieved?
- HenDaSheng
- 60 posts
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I found some answers, this pattern is called Chladni patterns, you can find a lot of information through Chladni patterns + Houdini.
Technical Discussion » How is this Pop/Grains dynamic achieved?
- HenDaSheng
- 60 posts
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https://www.behance.net/gallery/136334927/Hublot-Big-Bang-Integral-Time-Only [www.behance.net]
I tried to use Pop to simulate, and I can achieve a similar form, but I can't complete regular movements. Do you have any attempts in this regard? Thank you for your help!
Technical Discussion » Instance jitter after copytopoint
- HenDaSheng
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Another way is to add Mountain Animation after scatter,To keep the two Mountain parameters that control the dynamics the same.
Technical Discussion » Instance jitter after copytopoint
- HenDaSheng
- 60 posts
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坦特This is great, thanks for your help!
scatter on static geo
then attribute interpolate P N and up from deforming geo
also note it's important to have both, N and up attributes to get stable rotation, not just N
(alternatively you can also use orient or transform attributes)
Technical Discussion » Instance jitter after copytopoint
- HenDaSheng
- 60 posts
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HenDaSheng
I try to place the instance on the dynamic grid, the problem now is that the instance keeps shaking, how can I fix the position of the instance?
Thank you for your help!
I thought of a way to turn off the scatter, which can solve the problem of jitter, but the new problem is that the quantity cannot be controlled.
Edited by HenDaSheng - 2022年12月30日 10:48:25
Technical Discussion » Instance jitter after copytopoint
- HenDaSheng
- 60 posts
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I try to place the instance on the dynamic grid, the problem now is that the instance keeps shaking, how can I fix the position of the instance?
Thank you for your help!
Edited by HenDaSheng - 2022年12月30日 10:11:48
Technical Discussion » UV missing on alembic export
- HenDaSheng
- 60 posts
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I also encountered a similar problem.
In `rop_alembic -> Geometry -> Additional UV Attributes` add `uv*`.
This way all uv can be output to the abc file.
In `rop_alembic -> Geometry -> Additional UV Attributes` add `uv*`.
This way all uv can be output to the abc file.
Edited by HenDaSheng - 2022年11月24日 06:40:40
Technical Discussion » How to set various pressure values in vellum
- HenDaSheng
- 60 posts
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AslakKS
It's probably because the "i@my_id" needs to be a prim attribute not point. (you can promote it after your copy to points)
Vellum constraint properties runs over prims, so it cant find your id attribute
Thank you for your reply. I tried to add "attribute promote", but it still doesn't work. Is there something wrong with my "attribute promote" setting?
Technical Discussion » How to set various pressure values in vellum
- HenDaSheng
- 60 posts
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Enivob
You could activate Use VEXpression. Add a custom id to identify each sphere, and supply an alternate value to restscale over time.if(i@my_id==0){restscale = fit(@Frame,1,48,1,10);} if(i@my_id==1){restscale = fit(@Frame,1,56,1,4);} if(i@my_id==2){restscale = fit(@Frame,1,60,1,30);} if(i@my_id==3){restscale = fit(@Frame,1,24,1,9);} if(i@my_id==4){restscale = fit(@Frame,1,72,1,17);}
According to the idea you provided, I first defined the id attribute for each sphere.
And then set different restscales according to the id attribute through VEXpression in slover.
But the result does not seem to identify "i@my_id>4", may I ask why?
Looking forward to your reply
Edited by HenDaSheng - 2022年11月1日 03:15:35
Technical Discussion » How to set various pressure values in vellum
- HenDaSheng
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Technical Discussion » How to set various pressure values in vellum
- HenDaSheng
- 60 posts
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Currently I can add the same pressure to multiple spheres, what has been bothering me lately is how to apply different pressure values in the simulation (e.g. 5 for the red sphere, 2 for other colors), or set different stretch values for the cloth, I Thinking they're similar in principle.
I've tried looking up information, but haven't been able to find an introduction to this. Do you have any good solution? Thank you for your help!
Edited by HenDaSheng - 2022年10月31日 12:24:11
Technical Discussion » About VEX Noise direction offset problem.
- HenDaSheng
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animatrix_
The bounds of alligator noise is 0-1, so you need to remap it if you want it zero centered:vector active_v = anoise(v@P * freq + off, turbulence, rough, atten); active_v = fit ( active_v, 0, 0.7, -1, 1 ); // You can play with 0.7 to center the values based on your geometry. active_v = active_v * amp * mult_height;
Thanks for your help, this is my attempt, adding the mapping of color and pscale on the basis of noise, friends who encounter similar problems can refer to.
vector freq = chv("freq"); vector off = chv("freq_off"); vector amp = @Cd.r; float rough = chf("rough"); float atten = 1; float turbulence = chf("turb"); vector mult_height = chv("mult_height"); vector active_v = anoise(v@P * freq + off, turbulence, rough, atten); active_v = fit(active_v, 0, 0.7, -1, 1) * amp * mult_height; v@P += active_v; v@P.y += mult_height.y; v@Cd = fit01(v@P.y, 0, 1); @pscale = chramp("scale", @Cd.r) * chf("scale_mult") * 0.03; v@Cd = chramp("color",v@P.y);
Technical Discussion » About VEX Noise direction offset problem.
- HenDaSheng
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罗伯特Thank you for your reply, I hope it can be offset in the four directions of x, -x, y, -y, and now it only offsets in two directions of x, y (as shown in the picture).
You are offsetting it in your parameters right? I don't get what behavior is wrong exactly? What are you trying to achieve?
Technical Discussion » About VEX Noise direction offset problem.
- HenDaSheng
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I implemented the noise according to the method of VEX Noise [www.sidefx.com], but the final result is that the whole is offset in the +x, +y direction. Is there a way to offset this offset?
Thanks for your help!
VEX Code
Thanks for your help!
VEX Code
vector freq = chv("freq"); vector off = chv("freq_off"); vector amp = @Cd.r; float rough = chf("rough"); float atten = 1; float turbulence = chf("turb"); float mult_height = chf("mult_height"); vector active_v = anoise(v@P * freq + off, turbulence, rough, atten) * amp * mult_height; v@P += active_v; v@Cd = fit01(active_v.y, 0, 1); f@pscale = 0.01; v@Cd = chramp("color", active_v.y);
Edited by HenDaSheng - 2022年10月13日 04:55:45
Technical Discussion » Issues with Karma renderer using OpenColorIO
- HenDaSheng
- 60 posts
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Enivob
I ran into that problem as well. Try setting your Output space to data and your input space to srgb_texture, then render to disk. Also, set the color space on the texture node to srgb_texture as well. Then, in the viewport disable all color correction, or verify your image using a non-houdini tool like Photoshop.
Thank you for your help, but I still can't solve it, I will continue to think of a way.
Technical Discussion » Issues with Karma renderer using OpenColorIO
- HenDaSheng
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made-by-geoff
I'm not 100% but I don't know if "aces" is an acceptable output space. Wouldn't it need to be ACEScg or ACES2065-1 or something like that. Use the menu on the right of the Output space field to see the available color spaces.
ACEScg has been working with Karma on my end.
Thanks, the options on the right side of the output space field still don't work on the output image, is there anything else that needs to be set?
Technical Discussion » Issues with Karma renderer using OpenColorIO
- HenDaSheng
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I have OpenColorIO installed and it displays successfully in the view, this is what I see in the view.
However, the image output using Karma is the original color (not colorized by OpenColorIO).
Here is my Karma setup.
Have you ever encountered such a problem? How did you solve it?
thank you very much for your help.
However, the image output using Karma is the original color (not colorized by OpenColorIO).
Here is my Karma setup.
Have you ever encountered such a problem? How did you solve it?
thank you very much for your help.
Edited by HenDaSheng - 2022年9月13日 07:30:44
Houdini Learning Materials » POP Instance question
- HenDaSheng
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Technical Discussion » Vellum cloth interacts with vellum grain
- HenDaSheng
- 60 posts
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I tried to get Vellum Cloth and Vellum Grain to interact, and I almost succeeded, but the fabric kept shaking at the end.
What is the cause of this and how can I fix it?
Thanks for your help!
What is the cause of this and how can I fix it?
Thanks for your help!
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