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Houdini Indie and Apprentice » linking noise type to iteraion number?
- Andr1
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Houdini Indie and Apprentice » linking noise type to iteraion number?
- Andr1
- 118 posts
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I'd like to switch noise type of a mountain node according to the iteration number of for loop.
Iteration 0 would pick Sinusoid (because it's the first on the list), Iteration 1 would then pick Perlin, and so on.
I thought I could simply link the menu parameter to the int attribute Iteration on the meta node, but it doesn't work.
Any help is appreciated!
Cheers
Iteration 0 would pick Sinusoid (because it's the first on the list), Iteration 1 would then pick Perlin, and so on.
I thought I could simply link the menu parameter to the int attribute Iteration on the meta node, but it doesn't work.
Any help is appreciated!
Cheers
Houdini Indie and Apprentice » struggle with Point deform
- Andr1
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Houdini Indie and Apprentice » struggle with Point deform
- Andr1
- 118 posts
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Hey Bonsak, I've encountered a weird case using your setup and I don't quite understand the reason…
Left image is the original shape with its cage.
Right image is the interpolated result. The triangle is being deformed while the shape of the cage itself has not even changed.
I might have broken your setup at some point without noticing?
Left image is the original shape with its cage.
Right image is the interpolated result. The triangle is being deformed while the shape of the cage itself has not even changed.
I might have broken your setup at some point without noticing?
Edited by Andr1 - May 23, 2018 09:12:07
Houdini Indie and Apprentice » struggle with Point deform
- Andr1
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BabaJ
Is there a reason you want to deform the circle ‘like in photoshop’ ?
Why not just use a single transform node to elongate and rotate the circle?
hey BabaJ, the circle is just a placeholder for the example.
I need to conform some curves/patterns to different polys with different shapes.
cheers
Houdini Indie and Apprentice » struggle with Point deform
- Andr1
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Houdini Indie and Apprentice » struggle with Point deform
- Andr1
- 118 posts
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Starting shape is a Circle.
I'd like to deform it using a cage like you would do in Photoshop.
This is done in Photoshop:
When I try to use the point deform node in Hou, the result looks bad
Problems:
1) the deformed shape is not smooth
2) not all 4 sides of the cage touch the deformed ellipse
3) the deformed shape doesn't seem to lay on the plane of the cage
4) the deformed shape trespasses the cage
Any help is super welcome!
Thanks
Attached you'll find the .hip file if you want to have a look.
I'd like to deform it using a cage like you would do in Photoshop.
This is done in Photoshop:
When I try to use the point deform node in Hou, the result looks bad
Problems:
1) the deformed shape is not smooth
2) not all 4 sides of the cage touch the deformed ellipse
3) the deformed shape doesn't seem to lay on the plane of the cage
4) the deformed shape trespasses the cage
Any help is super welcome!
Thanks
Attached you'll find the .hip file if you want to have a look.
Technical Discussion » inheriting point velocity from an animated object
- Andr1
- 118 posts
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I believe I had the same issue, but for particles, that would inherit velocity only for the first frame.
I ended up using a Pop Wrangle to read for every frame the velocity attribute from my points.
This is the code I used in the wrangle, whose input1 is the sop path to my points in the geo:
@v = point(0, “v”, @id);
I don't know if u can do this with rbd too.
I ended up using a Pop Wrangle to read for every frame the velocity attribute from my points.
This is the code I used in the wrangle, whose input1 is the sop path to my points in the geo:
@v = point(0, “v”, @id);
I don't know if u can do this with rbd too.
Edited by Andr1 - April 29, 2018 16:37:10
Work in Progress » Instant Meshes Bridge Sop
- Andr1
- 118 posts
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Hello, has anybody ever experienced this issue of instameshes producing holes in the geometry?
Cheers
Cheers
Edited by Andr1 - April 18, 2018 18:50:21
Houdini Indie and Apprentice » When highres geo, don't use group option on nodes, better blast the group, run the node on it, and merge it back?
- Andr1
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Hello Fuos thanks for the tip,
I just sent a support request to SESI after further testing.
I will report what the support team say, but so far I noticed this:
The houdini catmull-clark algorithm struggles when it is applied to a GROUP of prims, probably for its unique ability of closing the produced holes (which is why I need to use the specific algorithm).
In my case it became super slow because my geo is composed by different not connected pieces. A workaround I found is to run the subdivision inside a “for each connected piece” for loop.
I uploaded the hip file in case anybody wants to test.
Cheers
I just sent a support request to SESI after further testing.
I will report what the support team say, but so far I noticed this:
The houdini catmull-clark algorithm struggles when it is applied to a GROUP of prims, probably for its unique ability of closing the produced holes (which is why I need to use the specific algorithm).
In my case it became super slow because my geo is composed by different not connected pieces. A workaround I found is to run the subdivision inside a “for each connected piece” for loop.
I uploaded the hip file in case anybody wants to test.
Cheers
Edited by Andr1 - April 18, 2018 07:05:51
Houdini Indie and Apprentice » When highres geo, don't use group option on nodes, better blast the group, run the node on it, and merge it back?
- Andr1
- 118 posts
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I noticed this:
I had to subdivide a group of 261k prims, which is part of a 2.5millions prims geometry.
I tried to specify the group name in the subdivide node, but after 1.5 hours (!!) of cooking, I gave up and killed the cooking… Too much time for only 261k prims (and only depth 1 subdivision).
So I tried separate the group of prims, by blasting it from the rest of the geo. I run the subdivide again, and the cooking time was now reasonable (few seconds vs 1.5+ hours).
Then I merged back the two geos together.
My question: is this an overall good practice for better efficiency that should be used with other nodes too, when u want to run a node only on a selected group of prims?
To note: the crazy slowness happened with the Houdini Catmull-Clark algorithm. Other subdivide algorithms had a reasonable cooking time when I specified the group name.
I had to subdivide a group of 261k prims, which is part of a 2.5millions prims geometry.
I tried to specify the group name in the subdivide node, but after 1.5 hours (!!) of cooking, I gave up and killed the cooking… Too much time for only 261k prims (and only depth 1 subdivision).
So I tried separate the group of prims, by blasting it from the rest of the geo. I run the subdivide again, and the cooking time was now reasonable (few seconds vs 1.5+ hours).
Then I merged back the two geos together.
My question: is this an overall good practice for better efficiency that should be used with other nodes too, when u want to run a node only on a selected group of prims?
To note: the crazy slowness happened with the Houdini Catmull-Clark algorithm. Other subdivide algorithms had a reasonable cooking time when I specified the group name.
Houdini Indie and Apprentice » popGrains for flowers bent by the wind. Problem..
- Andr1
- 118 posts
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Hey Tomas thanks for the tip,
I tried the wire solver way and got better results indeed.
I used this trick [ihoudini.blogspot.de] to simulate the reciprocal connection between the wire and the attached sphere.
It reads internal force (@finternal) of the attach point on the wire, and apply it to the sphere with a “point force” node.
Problem:
How to do the same with multiple wires/spheres?
My idea was to use a Sop Solver node and read the @finternal and @P for every attach point and apply it to their relative sphere.
Somehow I should find a way to simulate a point force for ever attach point on the spheres. (But I don't really know how to do it).
Anyway, I'm already stuck before even trying: when I connect the Sop Solver (along with rbd solver) to a multiple, spheres go upwards.
I attached the hip file, in case you or anybody else is kind enough to have a look..
Thanks!
I tried the wire solver way and got better results indeed.
I used this trick [ihoudini.blogspot.de] to simulate the reciprocal connection between the wire and the attached sphere.
It reads internal force (@finternal) of the attach point on the wire, and apply it to the sphere with a “point force” node.
Problem:
How to do the same with multiple wires/spheres?
My idea was to use a Sop Solver node and read the @finternal and @P for every attach point and apply it to their relative sphere.
Somehow I should find a way to simulate a point force for ever attach point on the spheres. (But I don't really know how to do it).
Anyway, I'm already stuck before even trying: when I connect the Sop Solver (along with rbd solver) to a multiple, spheres go upwards.
I attached the hip file, in case you or anybody else is kind enough to have a look..
Thanks!
Edited by Andr1 - Feb. 24, 2018 04:10:20
Houdini Indie and Apprentice » popGrains for flowers bent by the wind. Problem..
- Andr1
- 118 posts
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I'd like to apply some wind force to a flower.
I've tried to use the popGrains node without much success
Have a look at the reference image, my goals are simple:
1) A wind force should bend and move the flower.
2)The movement of the whole flower should be influenced also by the weight/size of the ovary (green sphere).
3) the branches/petals attached to the ovary should move and bend accordingly
So far I sort of managed to move and bend the main stem inside a popnet with popGrains and attach the ovary-sphere to the end point of the stem. I cheated a bit to simulate the weight of the sphere, by dealing down the weight of the end point of the stem.
To simulate the branches/petals attached to the ovary, I tried to reproduce this setup found in Grain Solver for wires [www.tokeru.com] (file by Matt Estelahere [www.tokeru.com] ).
I got crazy results when I tried to use the @targetP attribute to drive the stiffness of my wires. I guess there is some conflict going on. Also probably it's not the way to go…
Anybody want to have a look at the attached project file?
Thanks!
I've tried to use the popGrains node without much success
Have a look at the reference image, my goals are simple:
1) A wind force should bend and move the flower.
2)The movement of the whole flower should be influenced also by the weight/size of the ovary (green sphere).
3) the branches/petals attached to the ovary should move and bend accordingly
So far I sort of managed to move and bend the main stem inside a popnet with popGrains and attach the ovary-sphere to the end point of the stem. I cheated a bit to simulate the weight of the sphere, by dealing down the weight of the end point of the stem.
To simulate the branches/petals attached to the ovary, I tried to reproduce this setup found in Grain Solver for wires [www.tokeru.com] (file by Matt Estelahere [www.tokeru.com] ).
I got crazy results when I tried to use the @targetP attribute to drive the stiffness of my wires. I guess there is some conflict going on. Also probably it's not the way to go…
Anybody want to have a look at the attached project file?
Thanks!
Edited by Andr1 - Feb. 22, 2018 15:52:12
Houdini Engine for Unreal » Digital Asset - LODs
- Andr1
- 118 posts
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with HISM support by houdini engine now we can use it to create foliage and grass? Or is it still better to use Unreal Editor traditional tools?
cheers
cheers
Houdini Indie and Apprentice » Using vop bind to affect another node
- Andr1
- 118 posts
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yes local control, “distance scale” (default zscale) is the attribute you want I guess
Houdini Indie and Apprentice » Attribute transfer problem. Not very precise?
- Andr1
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Thanks everyone for providing so many different approaches and explaining the technical bit about the Attribute Transfer. This is a very good way to learn.
Along with the very nice Vex method posted by Thomas, this would be the preferred solution I guess, because it seems more efficient.
However in some cases it's not as precise (probably for the same reasons Vusta explained?), but I might be doing something wrong. I've attached a file so that you might have a look if you will.
Cheers
friedasparagus
Another option is to promote you're colour attribute to ‘Vertex’, and then transfer those. This method should work fine with the Attribute Transfer sops default settings too.
Along with the very nice Vex method posted by Thomas, this would be the preferred solution I guess, because it seems more efficient.
However in some cases it's not as precise (probably for the same reasons Vusta explained?), but I might be doing something wrong. I've attached a file so that you might have a look if you will.
Cheers
Edited by Andr1 - Feb. 5, 2018 05:24:30
Houdini Indie and Apprentice » Attribute transfer problem. Not very precise?
- Andr1
- 118 posts
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Hello BabaJ, unfortunately I need something more procedural, so that it can suits different scenarios (a change of seed, for example).
Thanks a lot anyway, very much appreciated!
ps. I'm really curious to understand what's wrong (or more likely what I'm doing wrong) with the attribute transfer
Thanks a lot anyway, very much appreciated!
ps. I'm really curious to understand what's wrong (or more likely what I'm doing wrong) with the attribute transfer
Edited by Andr1 - Jan. 31, 2018 15:19:59
Houdini Indie and Apprentice » Attribute transfer problem. Not very precise?
- Andr1
- 118 posts
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My ultimate goal is to group or name the different prims of the right column, based on how they match the position of the prims of the left column. (Note: you see the columns aside to each other just for debugging purposes. They actually occupy the very same positions, and the points match perfectly)
So I tried to transfer the colors of the prims of the left column to the right one.
I played with the different parameters and different models of the Attribute Transfer node, but I can't manage to perfectly transfer the colors.
Alternatively I could offset one column a bit along its normal, then scatter 1 point for every prim in the right column and throw some rays and get color information of the hit prim… but but… that sounds like too much effort for such simple task.
I've attached my attempt with attribute transfer node, in case you wanna have a look?
cheers and thanks for any help
Edited by Andr1 - Jan. 31, 2018 13:13:15
Houdini Indie and Apprentice » Print goes wild. Houdini not responding. How to stop the flood in the console?
- Andr1
- 118 posts
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hello thanks for replying,
I'm not doing anything specific with the print node.
I usually use it just for quick debugging to see what results I get at different stages of my VOP network.
As you suggest, it would be useful to filter out the data beforehand, like allowing the Print Node to operate only on a reduced sample pool of points (like 100).
I'm not doing anything specific with the print node.
I usually use it just for quick debugging to see what results I get at different stages of my VOP network.
As you suggest, it would be useful to filter out the data beforehand, like allowing the Print Node to operate only on a reduced sample pool of points (like 100).
Houdini Indie and Apprentice » Print goes wild. Houdini not responding. How to stop the flood in the console?
- Andr1
- 118 posts
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Houdini freezes and stop responding because it's waiting for the Print Node (in a VopSop) to finish its output to the console.
Do you know how to stop the Print Node to flood the console?
Pressing the CLOSE button on the console doesn't work.
I know I should feed print with less points, so that the printing process ends earlier, but that's not really practical in many scenarios..
Do you know how to stop the Print Node to flood the console?
Pressing the CLOSE button on the console doesn't work.
I know I should feed print with less points, so that the printing process ends earlier, but that's not really practical in many scenarios..
Edited by Andr1 - Jan. 29, 2018 07:55:42
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