stucked here,
really need your help,
thank you very much
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Technical Discussion » Vellum Orientation Pin problem
- hign
- 24 posts
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Technical Discussion » Vellum Orientation Pin problem
- hign
- 24 posts
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Technical Discussion » Vellum Orientation Pin problem
- hign
- 24 posts
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Hi, Thanks for reading.
using hair constraints, point 0 and point 12 are pinned,
The type is "permanent" and "same as position"
But only one end can be really pinned from rotation.
Why ???
Is that because the rotation-pin only works on one end, not both?
But what if I want to pin a spider web, which has lot of "ends"(pin orientation)?
And if realy works on one end, which end is OK for rotation-pin?
I try to reverse the point number, but still, the right pin happens at the same end.
And, how to pin both ends orientation?
i really need that.
Thank you very much.
using hair constraints, point 0 and point 12 are pinned,
The type is "permanent" and "same as position"
But only one end can be really pinned from rotation.
Why ???
Is that because the rotation-pin only works on one end, not both?
But what if I want to pin a spider web, which has lot of "ends"(pin orientation)?
And if realy works on one end, which end is OK for rotation-pin?
I try to reverse the point number, but still, the right pin happens at the same end.
And, how to pin both ends orientation?
i really need that.
Thank you very much.
Technical Discussion » Vellum solver visualize problem
- hign
- 24 posts
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Tanto
I see you have the Labs installed, so when that happens, in the menu bar, go to Labs and try "Reset viewport".
wooooooow
it really works!!!!
thanks a loooot.
Technical Discussion » Vellum solver visualize problem
- hign
- 24 posts
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Using vellum.
When connecting a collision obj, and switch on the ground in vellum solver node,
The view seems normal.
When diving in the vellum solver,
The collision obj and the ground turn white, from wireframe to shaded,
I think that's "normal"??????
(still want to know, how to turn the collision and ground "back" to the SOP appearance ????)
but,but,but
When back to the SOP level again, from the solver's DOP.
The collision, the ground, will always show as shaded geometry.
No matter what I do, they will always be there.
this is never happens in old version of houdini.
The only thing now I can do is to close houdini, and open again.
It really kills me when working.
Thanks for your help.
When connecting a collision obj, and switch on the ground in vellum solver node,
The view seems normal.
When diving in the vellum solver,
The collision obj and the ground turn white, from wireframe to shaded,
I think that's "normal"??????
(still want to know, how to turn the collision and ground "back" to the SOP appearance ????)
but,but,but
When back to the SOP level again, from the solver's DOP.
The collision, the ground, will always show as shaded geometry.
No matter what I do, they will always be there.
this is never happens in old version of houdini.
The only thing now I can do is to close houdini, and open again.
It really kills me when working.
Thanks for your help.
Edited by hign - April 24, 2024 12:32:59
Technical Discussion » why the skin twisted??
- hign
- 24 posts
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tanks for your reply.
i checked @orient, at the twisted point, it seems ok,
but when post processed, it goes wrong.
if delete @orient, twist problem happens.
hope for the bug be fixed.
i checked @orient, at the twisted point, it seems ok,
but when post processed, it goes wrong.
if delete @orient, twist problem happens.
hope for the bug be fixed.
Technical Discussion » why the skin twisted??
- hign
- 24 posts
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it is a very simple vellum system, only one hair constraints, one solver.
When opening the subdivision of the vellum post processor, some part of the rope's skin twisted.
Both subdivision method comes the same result.
If using a subdivision node downstream, it appears normal.
How to get a "right" skin in vellum post processor?
Thank you very much.
When opening the subdivision of the vellum post processor, some part of the rope's skin twisted.
Both subdivision method comes the same result.
If using a subdivision node downstream, it appears normal.
How to get a "right" skin in vellum post processor?
Thank you very much.
Image Not Found
Edited by hign - April 23, 2024 09:10:29
Technical Discussion » why quaternion's attribute symbol is p??
- hign
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Technical Discussion » why quaternion's attribute symbol is p??
- hign
- 24 posts
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just curious...
in VEX, why attribute symbol of quaternion is p??
p for what??(which word)
in VEX, why attribute symbol of quaternion is p??
p for what??(which word)
Edited by hign - Nov. 18, 2023 22:09:39
Technical Discussion » VEX, how to get a point-walking-path on a sphere surface
- hign
- 24 posts
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Technical Discussion » VEX, how to get a point-walking-path on a sphere surface
- hign
- 24 posts
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animatrix_
If you have large enough time range, it should work:
vector2 u = 0;
u.x = xnoise ( @Time * 0.8 + ch("offset") );
u.y = xnoise ( @Time * 0.67 + 768.234 + ch("offset") * 1.7 );
vector p = sample_direction_uniform ( u );
@P += p;
one more thing, how to get this??
haha, always saw it, but never know how to get it.
Technical Discussion » VEX, how to get a point-walking-path on a sphere surface
- hign
- 24 posts
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animatrix_
If you have large enough time range, it should work:
vector2 u = 0;
u.x = xnoise ( @Time * 0.8 + ch("offset") );
u.y = xnoise ( @Time * 0.67 + 768.234 + ch("offset") * 1.7 );
vector p = sample_direction_uniform ( u );
@P += p;
soooooo great!
Edited by hign - Aug. 18, 2023 05:10:52
Technical Discussion » VEX, how to get a point-walking-path on a sphere surface
- hign
- 24 posts
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eaniix
You can remap the noise. Some noises have different output ranges, it's best to look it up in the Houdini documentation. The xnoise has an output range of 0-1, you would want a range from -1 to 1. to do that you can use a fit functiona = fit01(a, -1, 1);
b = fit01(b, -1, 1);
Insert that after you created the noise variables
i c.
i will try this way, thanks a lot!
Technical Discussion » VEX, how to get a point-walking-path on a sphere surface
- hign
- 24 posts
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eaniix
you could try using the attribute noise vector node to randomize N or any other custom vector, set operation to "set" and use "zero-centered" so you get equally positive and negative values. then just normalize it, set it to the radius of your sphere and write to P
it really works!! thanks a looooot.
but still, because of my project, may i achieve this by not too complex VEX coding ?
Technical Discussion » VEX, how to get a point-walking-path on a sphere surface
- hign
- 24 posts
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hi,
as the pic shows,
i really need the vector value of a point which is smooth, random(drive by some values) walking on sphere surface.
because of the odd of the noise function, now the path mostly appear on some area of the sphere,
plz help me,thank you very much.
as the pic shows,
i really need the vector value of a point which is smooth, random(drive by some values) walking on sphere surface.
because of the odd of the noise function, now the path mostly appear on some area of the sphere,
plz help me,thank you very much.
Technical Discussion » Help, @orient "360 degree" problem
- hign
- 24 posts
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Technical Discussion » how to cap a inner hole??
- hign
- 24 posts
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mestela
Or a hacky sops way I learned a while back.
Divide sop in 'remove shared edges' mode removes all the interior polygons, just leaving the edges on the outside of shapes. This has the effect of turning every open hole into a polygon. This'll look like a mess, but each hole is now a polygon (with a giant super ugly one for the ocean bit).
You can then use a measure sop to calculate the area of these new faces, keep only the small ones, and merge with the original mesh.
checked the attachment, it does work!!
now i konw how to get the area, whenever i need them.
thanks a loooot.
Technical Discussion » how to cap a inner hole??
- hign
- 24 posts
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olivierth
I had a similar problem. My method was to use the polyfill sop with Patch Group activated. In a primitive wrangle below (with patch in the group)I use this code:int primpts[] = primpoints(0, @primnum); int len = len(primpts); if(len > chi("max_points_per_hole")) { removeprim(0, @primnum, 1); }
*click on the Create Spare Parameter's button on the right.
it really helps!!!!! using point numbers is a good idea wich i never thought.
learned a lot.
Technical Discussion » how to cap a inner hole??
- hign
- 24 posts
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as the attachment shows, "inner" hole need to be capped.
but if use polyfill or polycape node, the outside edges are also involved.
what should i do? to cape the hole; or select the "inner hole" edge?
thanks a looooooooot
Technical Discussion » Help, @orient "360 degree" problem
- hign
- 24 posts
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tamte
that code looks like you were trying to throw someone off of your scent
I genuinely got lost
try thisvector up = {0,1,0}; @orient = quaternion( maketransform( normalize(v@N), normalize(up) ) );
I’m a beginning leaner of vex(), the reply really helps me!!
Thanks a loooooooooot !!
As a beginner, still have some doubts in my mind, like
The first one
Still want to know,
Because I’m studying the function like quaternion(),cross(), qmultiply()…..
I really want to know
Why I rotate one axis, then the other, it works, except the 360 degree points
And ,how can I fix it(of course maketransform been learned)(for other scenario or example )
I think if I do not understand the reason, the same problem will happen again and again
Second,
The maketransform don’t work very well with the top and bottom points, witch the N and up axis is the same
If I need, how can I fix this in a good way ?
Thanks again!!!!
Edited by hign - March 3, 2023 22:42:20
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