Philo Calhoun

Island

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United States
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Recent Forum Posts

How best to limit curve length? Sept. 4, 2019, 12:28 p.m.

I would like to create some animations for tying knots. If I use a curve (set off controllable null positions) and use sweep, I can create great still images. But if I want to animate this, the curve length is not constant and this creates flaws in the animation. I want to keep the ropes very smooth looking (the way I can with 500-100 resampled points on the curve). Would it be best to create 500-100 bones and animate that or to have the rope be a cylinder and have it deform to the curve?

Houdini Learning (Beginner Programming). Sept. 3, 2019, 8:42 p.m.

Varomix has a tutorial on VEX. I haven't purchased it, but his other tutorials are excellent for getting started. https://www.mixtrn.com/nature-of-vex [www.mixtrn.com]

Noise in render Aug. 28, 2019, 11:44 p.m.

Thank you for your time and expertise. I see how this renders quickly and would be a much better solution for an animation. I'll see if I can incorporate some of the ideas. I can't change the sutures to bgeo files, as they will change position with the animation. Is there an advantage of saving most of the geometry as bgeo files rather than just freezing the terminal null? More importantly, I'll have to look your modified shaders in the SHOP, but they do render fast.

Before seeing your post above, I appreciate the tip that the primary problem with my renders looks like the sheen. Just changing this to zero made things a lot better. I changed the GGX to Phong, but had to tweak the reflection settings to get a better approximation of the original GGX. That improved render time about 20%. Your shaders above are very fast.