Very useful "Quick Tip". How would you keep the Cd attribute from becoming "un-transferred" once a part of the character hits the "pavement". Thank you.
So are you aiming keep things deformed even if the character isn’t there, or are you trying to keep a section from deforming even if the character hits it? I’m sorry just need that little bit of clarification on your question.
Hello Taylor. Apologies if my question wasn't clear.
How would you keep the transferred attributes (Cd) from going back to 0 once the points in your "Geometry to transfer attributes from (input2)" moves beyond the "Distance Threshhold". In your example the concrete would return to normal if the character were to slide off or get up and walk away.
I'm sure there are many ways to do this in Houdini, but I really like the simplicity of your setup and am wondering if you also have a simple solution for this.
In most instances, the only way I know to store a value is with a sop solver node, in this set up, you’d wire the concrete and character into the silver, dive inside and put the attribute transfer in there. After the attribute transfer, you’d put a wrangle and wire the “last frame” into the second input. Then add the following Line of VEX:
@Cd = max(@Cd, point(1,”Cd”,@ptnum));
I would have normally included this step, but this particular animation gave some results I didn’t like with that and so I omitted it so it looked a little cleaner. I hope that makes sense!
Was thinking the Solver Sop might be one way to go, but have never used it before. Thanks for the clear explanation on how to set it up.
I can see how the results with this animation might not be to your liking. Once a large area of the re-meshed grid's points receive the transferred attribute value, the concrete's surface goes flat again at the lower level... @P.y -= @Cd.r * ch("mult");
Added some randomness to the expression to keep the concrete chunks angled a bit... @P.y -= @Cd.r * ch("mult") * ((rand(@ptnum)*0.5)+0.5);
Thanks again for posting this tutorial and for your helpful replies.
Thanks. These "quick tip" tutorials are helpful for those of us still trying to understand how everything works together in this program. We may get what an Attribute Transfer or Attribute Wrangle node does but applying them can sometimes be a challenge. Vex code still gives me angst but the more I see, the better I'll grasp it and the code in this one was easy to follow.
I’m glad you’ve found them useful! Keep at VEX, it’ll just click and then you’ll realize it’s one of the most powerful parts of houdini. You can do it, don’t give up on it
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praxisstudio3d 5 年, 9 ヶ月 前 |
Beautiful minimalistic design. Gorgeous.! <a href="https://3dpraxisstudio.com/">visualizing architecture</a>
sagay 5 年, 9 ヶ月 前 |
ขอบคุณนะคะ :py
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fgillis 5 年, 9 ヶ月 前 |
Very useful "Quick Tip".
How would you keep the Cd attribute from becoming "un-transferred" once a part of the character hits the "pavement".
Thank you.
Kharrlart 5 年, 9 ヶ月 前 |
So are you aiming keep things deformed even if the character isn’t there, or are you trying to keep a section from deforming even if the character hits it? I’m sorry just need that little bit of clarification on your question.
fgillis 5 年, 9 ヶ月 前 |
Hello Taylor. Apologies if my question wasn't clear.
How would you keep the transferred attributes (Cd) from going back to 0 once the points in your "Geometry to transfer attributes from (input2)" moves beyond the "Distance Threshhold". In your example the concrete would return to normal if the character were to slide off or get up and walk away.
I'm sure there are many ways to do this in Houdini, but I really like the simplicity of your setup and am wondering if you also have a simple solution for this.
Thank you.
Kharrlart 5 年, 9 ヶ月 前 |
In most instances, the only way I know to store a value is with a sop solver node, in this set up, you’d wire the concrete and character into the silver, dive inside and put the attribute transfer in there. After the attribute transfer, you’d put a wrangle and wire the “last frame” into the second input. Then add the following Line of VEX:
@Cd = max(@Cd, point(1,”Cd”,@ptnum));
I would have normally included this step, but this particular animation gave some results I didn’t like with that and so I omitted it so it looked a little cleaner. I hope that makes sense!
fgillis 5 年, 9 ヶ月 前 |
Was thinking the Solver Sop might be one way to go, but have never used it before. Thanks for the clear explanation on how to set it up.
I can see how the results with this animation might not be to your liking. Once a large area of the re-meshed grid's points receive the transferred attribute value, the concrete's surface goes flat again at the lower level... @P.y -= @Cd.r * ch("mult");
Added some randomness to the expression to keep the concrete chunks angled a bit... @P.y -= @Cd.r * ch("mult") * ((rand(@ptnum)*0.5)+0.5);
Thanks again for posting this tutorial and for your helpful replies.
Cheers!
rlvelocity 5 年, 9 ヶ月 前 |
Thanks. These "quick tip" tutorials are helpful for those of us still trying to understand how everything works together in this program. We may get what an Attribute Transfer or Attribute Wrangle node does but applying them can sometimes be a challenge. Vex code still gives me angst but the more I see, the better I'll grasp it and the code in this one was easy to follow.
Kharrlart 5 年, 9 ヶ月 前 |
I’m glad you’ve found them useful! Keep at VEX, it’ll just click and then you’ll realize it’s one of the most powerful parts of houdini. You can do it, don’t give up on it
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