Found 22 posts.
Search results Show results as topic list.
Technical Discussion » Ripple from Vibration
- Enmi
- 22 posts
- Offline
I think one mistake I've made might be to fit the UV's projection to the geometry bounding box :?
Technical Discussion » Ripple from Vibration
- Enmi
- 22 posts
- Offline
Hi Joker,
I was playing with the set up you put together and I tried it placing the object in different positions and orientation, but I ended up with a couple of problems.
I have aligned to grid to the XY plane, so now the ripple deformation happen along the Z axis. Also the grid is not placed at the center of the axis anymore.
I was able to adjust the deformation according to the new transformation of the grid, but for some reasons the deformation itself is misplaced compared to the intersecting point from the second object.
I'm attaching the scene I was playing with. Do you know what is causing the probelm?
Cheers!
I was playing with the set up you put together and I tried it placing the object in different positions and orientation, but I ended up with a couple of problems.
I have aligned to grid to the XY plane, so now the ripple deformation happen along the Z axis. Also the grid is not placed at the center of the axis anymore.
I was able to adjust the deformation according to the new transformation of the grid, but for some reasons the deformation itself is misplaced compared to the intersecting point from the second object.
I'm attaching the scene I was playing with. Do you know what is causing the probelm?
Cheers!
Technical Discussion » Ripple from Vibration
- Enmi
- 22 posts
- Offline
Hey Joker,
that's a really nice set up. Thanks a lot for the file!
I was studying your solution and I was wondering if the reason for swopping y and z of the initial P value is to align it to the ZX plane?
Great stuff!
that's a really nice set up. Thanks a lot for the file!
I was studying your solution and I was wondering if the reason for swopping y and z of the initial P value is to align it to the ZX plane?
Great stuff!
Technical Discussion » Ripple from Vibration
- Enmi
- 22 posts
- Offline
Hey Joker,
I actually need to work it out more as a geometry type of deformation/displacement.
Similar to what the ripple deformer does but emittig from the edges of an intersecting object instead of a central point.
I actually need to work it out more as a geometry type of deformation/displacement.
Similar to what the ripple deformer does but emittig from the edges of an intersecting object instead of a central point.
Technical Discussion » Ripple from Vibration
- Enmi
- 22 posts
- Offline
Hi everyone,
I'm looking for creating ripples that generates from the edges of a vibrating object intersecting with a flat surface.
How do you guys think it would be best to do that?
Thanks for any advice!
I'm looking for creating ripples that generates from the edges of a vibrating object intersecting with a flat surface.
How do you guys think it would be best to do that?
Thanks for any advice!
Technical Discussion » Very simple FLIP question.
- Enmi
- 22 posts
- Offline
Plenty of solutions thanks!
Previously in H11 when using Emit Particle Fluids from the shelf, the set up presented a Particle Fluid Emitter DOP very similar to the Source POP..
In H12 that node isn't used anymore and since the parameter control for the velocity is now at SOP level, I was wondering if variance is still there, somewhere, as well..
Cheers
Previously in H11 when using Emit Particle Fluids from the shelf, the set up presented a Particle Fluid Emitter DOP very similar to the Source POP..
In H12 that node isn't used anymore and since the parameter control for the velocity is now at SOP level, I was wondering if variance is still there, somewhere, as well..
Cheers
Technical Discussion » Very simple FLIP question.
- Enmi
- 22 posts
- Offline
Hi,
I have a question myself regarding the H12 Flip Fluid set up. I have a simple emission and I would like to add some variance to the velocity field.
Just wondering how parameters have been rewritten compared to H11.
Cheers
I have a question myself regarding the H12 Flip Fluid set up. I have a simple emission and I would like to add some variance to the velocity field.
Just wondering how parameters have been rewritten compared to H11.
Cheers
Technical Discussion » Noise surface position problem
- Enmi
- 22 posts
- Offline
Hi everyone,
does anybody have an idea of the reason why in the shader of the following file the noise doesn't rest on the surface and instead swims over it?
I'm really not sure of what is going on.. :shock:
Thanks a lot for any help!
does anybody have an idea of the reason why in the shader of the following file the noise doesn't rest on the surface and instead swims over it?
I'm really not sure of what is going on.. :shock:
Thanks a lot for any help!
Technical Discussion » Fuzzy/Fluffy shade
- Enmi
- 22 posts
- Offline
Yes, a fit function like this fit(rand($PT), 0, 1, 0.02, 0.1), works for me if I use a PolyWire SOP, but nor with the wireframe SOP..
Technical Discussion » Fuzzy/Fluffy shade
- Enmi
- 22 posts
- Offline
Hi Micky,
thanks for your reply. I'm currently trying to apply fur, hopefully achieving the expected result. Let's see how it goes.
Texturing is definitely not my strength and to be honest I wouldn't be really sure on how to go about it.. I'm actually using a procedural shader.
As for resampling the web structure, if I have a simple line and I apply a wireframe SOP, is there a way i could randomize the radius between two determined values? I tried, but I'm not too sure about the expression I should use. Maybe a fit function..
Cheers!
thanks for your reply. I'm currently trying to apply fur, hopefully achieving the expected result. Let's see how it goes.
Texturing is definitely not my strength and to be honest I wouldn't be really sure on how to go about it.. I'm actually using a procedural shader.
As for resampling the web structure, if I have a simple line and I apply a wireframe SOP, is there a way i could randomize the radius between two determined values? I tried, but I'm not too sure about the expression I should use. Maybe a fit function..
Cheers!
Houdini Indie and Apprentice » connecting points with smallest distance
- Enmi
- 22 posts
- Offline
Thanks a lot Gray and Peter for your replies,
I definitively have a lot to play with and to look into. I really wanna see what I can achieve and then get back to the post.
I definitively have a lot to play with and to look into. I really wanna see what I can achieve and then get back to the post.
Houdini Indie and Apprentice » connecting points with smallest distance
- Enmi
- 22 posts
- Offline
Hi Gray,
thank you for your replay. Actually triangulate2D is exactly what I'm using now (I'm trying also ClothRefine..) and it does a good job by connecting each point multiple times with the nearest ones.
But because for the final aesthetic I will use the wireframe of the topology, I was wondering if there could be a way to get a less uniform triangulation by connecting the points similarly to triangulate2D but say a little more randomly.
Basically like it happens in cobweb
thank you for your replay. Actually triangulate2D is exactly what I'm using now (I'm trying also ClothRefine..) and it does a good job by connecting each point multiple times with the nearest ones.
But because for the final aesthetic I will use the wireframe of the topology, I was wondering if there could be a way to get a less uniform triangulation by connecting the points similarly to triangulate2D but say a little more randomly.
Basically like it happens in cobweb
Houdini Indie and Apprentice » connecting points with smallest distance
- Enmi
- 22 posts
- Offline
pclaes
Or you use the best of both worlds, you use pointclouds to detect the pointnumber of the closest point. And then you use a python sop to loop over the points and create a polygon (line) between those two points.
Hi Peter,
I'm trying to figure out how to make work something similar to what you suggested, but I'm quite lost..
Of course the issues that I'm facing could be more because of my lack of knowledge about VOP's, so may I ask you any example of what you mentioned? Any links or papers?
Thank you for any help
Technical Discussion » Fuzzy/Fluffy shade
- Enmi
- 22 posts
- Offline
Hi everyone,
I'm trying to get a basic cobweb shader in place for a project, and I would like to add some interesting details to what I have, but I'm a bit lost.. :?
Basically, I'm working on some kind of cobweb looking material and I wonted to ask if it would be possible to add some fuzziness/fluffiness at shader level without going into Fur..
I'm referring to the little fluff growing around the gossamer like in the picture below.
Anyone could point me to the right direction..??
Many thanks
I'm trying to get a basic cobweb shader in place for a project, and I would like to add some interesting details to what I have, but I'm a bit lost.. :?
Basically, I'm working on some kind of cobweb looking material and I wonted to ask if it would be possible to add some fuzziness/fluffiness at shader level without going into Fur..
I'm referring to the little fluff growing around the gossamer like in the picture below.
Anyone could point me to the right direction..??
Many thanks
Technical Discussion » Isolate particle point emission
- Enmi
- 22 posts
- Offline
Hi all,
I'm trying to figure out how I could make every single emitting point from a surface an independent source.
Lets say I have a grid of 6 rows and 6 columns (36 points) and I emit straight in the positive Y axis. Using then add SOP by Group and skipping every Nth points with N = to the number of emitting points, I get single straight lines.
Creating a collision event and killing the velocity of the particles I can stop them once the first particle collide with a surface set opposite to the emission location. This means that all the lines stop anywhere they've got to, even if their tip hasn't reached the collision surface; of course because they belong to the same Particle System.
How can I, say make every single point of emission independent so that every single line stops when its tip collide?
Here's a file with the example I have described.
Thanks for any input!
I'm trying to figure out how I could make every single emitting point from a surface an independent source.
Lets say I have a grid of 6 rows and 6 columns (36 points) and I emit straight in the positive Y axis. Using then add SOP by Group and skipping every Nth points with N = to the number of emitting points, I get single straight lines.
Creating a collision event and killing the velocity of the particles I can stop them once the first particle collide with a surface set opposite to the emission location. This means that all the lines stop anywhere they've got to, even if their tip hasn't reached the collision surface; of course because they belong to the same Particle System.
How can I, say make every single point of emission independent so that every single line stops when its tip collide?
Here's a file with the example I have described.
Thanks for any input!
Technical Discussion » Grouping Points
- Enmi
- 22 posts
- Offline
Hi everyone!
I have a surface and I have refined its topology using a clothRefine. Because I will need to use the wireframe structure and not the surface, I'm trying to brake the repetitiveness of the triangulation by selecting the points generated by the clothRefine, collect them in different group SOP and reconnect them using an add SOP by group.
Is it possible to select/sort the points generated by the clothRefine in order to keep the new connections from the add SOP shorter and more localized?
Would it also be possible for each and every group to have the perimetrical points always selected?
I have created a simple scene to give you a reference of what I'm talking about.
Any suggestion would be great.
I have a surface and I have refined its topology using a clothRefine. Because I will need to use the wireframe structure and not the surface, I'm trying to brake the repetitiveness of the triangulation by selecting the points generated by the clothRefine, collect them in different group SOP and reconnect them using an add SOP by group.
Is it possible to select/sort the points generated by the clothRefine in order to keep the new connections from the add SOP shorter and more localized?
Would it also be possible for each and every group to have the perimetrical points always selected?
I have created a simple scene to give you a reference of what I'm talking about.
Any suggestion would be great.
Houdini Indie and Apprentice » Particles spiderweb
- Enmi
- 22 posts
- Offline
Yes,
I agree that it's probably better to go ahead and improve the solution at following stages.
Thanks Rafaels for your reply
I agree that it's probably better to go ahead and improve the solution at following stages.
Thanks Rafaels for your reply
Houdini Indie and Apprentice » Particles spiderweb
- Enmi
- 22 posts
- Offline
Hi everyone again,
if I have a surface which I refine with clothRefine SOP and then I delete the primitive but keeping the points (which is not much different from scatter the surface of points), how can I connect the points back with an Add SOP in a way to get such a refined mesh, but with a less triangulation kind of look.
Like a thick spiderweb..
Any suggestion will be most appreciated
if I have a surface which I refine with clothRefine SOP and then I delete the primitive but keeping the points (which is not much different from scatter the surface of points), how can I connect the points back with an Add SOP in a way to get such a refined mesh, but with a less triangulation kind of look.
Like a thick spiderweb..
Any suggestion will be most appreciated
Houdini Indie and Apprentice » Particles spiderweb
- Enmi
- 22 posts
- Offline
Hi circusmonkey,
thank you for your reply.
At the beginning I had a go with trails, curve tool on single lines/curves, but I haven't tried SOP or Wire solvers, even if I was thinking to go into them later once achieved a decent webbing and refine its behavior. After a bit of research on previous case studies (on Spiderman especially) I ended up thinking that using particles I could achieve a more “flexible”/procedural asset if you like, especially thinking at the scenes where it is going to be implemented.
Anyway I will investigate more into SOP and Wire solver to see how I can better use them.
As soon as I have something to show I'll post it.
thank you for your reply.
At the beginning I had a go with trails, curve tool on single lines/curves, but I haven't tried SOP or Wire solvers, even if I was thinking to go into them later once achieved a decent webbing and refine its behavior. After a bit of research on previous case studies (on Spiderman especially) I ended up thinking that using particles I could achieve a more “flexible”/procedural asset if you like, especially thinking at the scenes where it is going to be implemented.
Anyway I will investigate more into SOP and Wire solver to see how I can better use them.
As soon as I have something to show I'll post it.
Houdini Indie and Apprentice » Particles spiderweb
- Enmi
- 22 posts
- Offline
Hi again guys,
I worked on both the velocity attribute to stop the particle emission and used the particle ID to connect the particles with an Add SOP. I think I'm getting what expected, but I have to refine the asset.
Right now I have three attraction points which splits the emission in three main flows of particles. The velocity attribute stop the emission once the first particle from any of the three flows gets to its respective attraction point and its velocity becomes zero. I was wondering how it would be possible to make this condition true at all three attraction points once the first particle reach them, and only after that stop the emission.
This is to make all the branches of the web reaching their respective anchor point before “solidify”..
Than I applied a rand function to the ID attribute in a Sort SOP as second argument of an if expression, otherwise the randomization would keep going even after the velocity becoming zero. The problem I have is that of course once the web freeze like, it also looses the random value.
Thank you for any input!
I worked on both the velocity attribute to stop the particle emission and used the particle ID to connect the particles with an Add SOP. I think I'm getting what expected, but I have to refine the asset.
Right now I have three attraction points which splits the emission in three main flows of particles. The velocity attribute stop the emission once the first particle from any of the three flows gets to its respective attraction point and its velocity becomes zero. I was wondering how it would be possible to make this condition true at all three attraction points once the first particle reach them, and only after that stop the emission.
This is to make all the branches of the web reaching their respective anchor point before “solidify”..
Than I applied a rand function to the ID attribute in a Sort SOP as second argument of an if expression, otherwise the randomization would keep going even after the velocity becoming zero. The problem I have is that of course once the web freeze like, it also looses the random value.
Thank you for any input!
-
- Quick Links