So for that i would have to create multiple groups? right? since for every point in the leads group that i loop through, the group needs to be different, for every point, i want to get all other points trails, so all trails BUT the one point i am currently processing..
I was thinking about the looping as well, but i couldn't really figure it out, since in my “point cloud open” node, if i tell it to get 10 points, after this i filter away the points that belong to the “own” trail, and that operation might filter away all the points i fetched from the point cloud open node.
I guess i could remove the count limit, and only fetch points based on proximity, filter away the ones that belong to the correct trails, and then cap to the amount i want, but it doesn't really smell right.
Or maybe I'm just thinking about this all wrong
I would be really interested in how this could be done with point clouds, but for this task i had, since it was in a bit of a hurry, i solved it all through a sop solver instead, which worked all fine.
Most of my Houdini knowledge come from your Vimeo tutorials btw..
Thanks a bunch for all of that fabulous information you put out there.
If you're ever in the southern part of Sweden, give me a holler and I'll get you an “i owe you” beer!
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Technical Discussion » Point Cloud with attribute filtering
- Jonas Borgman
- 7 posts
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Technical Discussion » Point Cloud with attribute filtering
- Jonas Borgman
- 7 posts
- Offline
Hey, i have a scene with water trails forming which are led by a particle stream named “leads”, these in turn replicate into “trails” with an attribute to which lead they came from.
What i would like to have is that the trails should merge when a lead particle comes close enough to another trail, with a small force, to stick it into place.
My setup is to have a popvop where i read in the points through a “point cloud open”, and the first (minor) problem is that i would like to filter the point cloud so that i only get the trails, and not the leads.
The bigger issue is that when i actually find the points in the point cloud that the leads are close to, it's in most cases it's own trail, so for the point cloud, i would like to filter away the points that have the attribute that points to the current lead.
Are there a better way to solve this? i'm all ears
And, for educational purposes, is there a way to filter the point cloud this way before attracting the lead to the trails?
What i would like to have is that the trails should merge when a lead particle comes close enough to another trail, with a small force, to stick it into place.
My setup is to have a popvop where i read in the points through a “point cloud open”, and the first (minor) problem is that i would like to filter the point cloud so that i only get the trails, and not the leads.
The bigger issue is that when i actually find the points in the point cloud that the leads are close to, it's in most cases it's own trail, so for the point cloud, i would like to filter away the points that have the attribute that points to the current lead.
Are there a better way to solve this? i'm all ears
And, for educational purposes, is there a way to filter the point cloud this way before attracting the lead to the trails?
Technical Discussion » Target geometry on multiple cloth objects
- Jonas Borgman
- 7 posts
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Does anyone know of a way to apply softbodytargetproperties to split cloth objects?
I have a Cloth Object that splits one single object into multiple new objects, so that when i try to use the source object as a target using a softbodytargetproperties the target, and “pin to internal animation” nodes behave weird.
I tried using the primitive group to set using the sphere$OBJID, but i cant seem to get it right
I have a Cloth Object that splits one single object into multiple new objects, so that when i try to use the source object as a target using a softbodytargetproperties the target, and “pin to internal animation” nodes behave weird.
I tried using the primitive group to set using the sphere$OBJID, but i cant seem to get it right
Technical Discussion » End effectors on fbx exported joints
- Jonas Borgman
- 7 posts
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Hi I'm in the process of building a tool that exports simulated geometry from Houdini to a game engine, and the joint count tends to fly away sometimes.
The engine has limits on amounts of joints on the skinned mesh, and it would be good to keep it down in general, and the way the tool works right now is that the end effectors doesn't influence anything so at the moment i remove them manually in Maya before i can import them into the engine.
Is there a way to tell Houdini to not export the end effectors to FBX to keep the joint count to a minimum?
The engine has limits on amounts of joints on the skinned mesh, and it would be good to keep it down in general, and the way the tool works right now is that the end effectors doesn't influence anything so at the moment i remove them manually in Maya before i can import them into the engine.
Is there a way to tell Houdini to not export the end effectors to FBX to keep the joint count to a minimum?
Houdini Engine for Maya » multiple UVSets as input?
- Jonas Borgman
- 7 posts
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Is there any news on this front?
We are currently working with multiple uv sets, and from my tests i dont' really get this to work how i expected
I use two different uv sets with random names (“map1” and “uvSet1”), but when i load this object into my asset i get this error:
Couldn't find texture attribute (uv) for mapping from texture space to geometry.
When i grab the scene through the “Debugging/View assets in Houdini”.. (which is awesome by the way) and watch the scene in houdini, i see three uv sets, the two i created and a new one called “uv”.
Is the plan that my maya sets will be remapped to “uv” and “uv1”? which would make sense.
Additionally.. when the uvs are in houdini, are there any commands to find out how many uv sets are on the object? i used the Layer SOP to do an operation per uv set, but i hardcoded it to the number of sets i knew it to be.
I did a quick search, but not much shows up on multi uv usage, since i guess it's a pretty fresh thing.
Thanks!
We are currently working with multiple uv sets, and from my tests i dont' really get this to work how i expected
I use two different uv sets with random names (“map1” and “uvSet1”), but when i load this object into my asset i get this error:
Couldn't find texture attribute (uv) for mapping from texture space to geometry.
When i grab the scene through the “Debugging/View assets in Houdini”.. (which is awesome by the way) and watch the scene in houdini, i see three uv sets, the two i created and a new one called “uv”.
Is the plan that my maya sets will be remapped to “uv” and “uv1”? which would make sense.
Additionally.. when the uvs are in houdini, are there any commands to find out how many uv sets are on the object? i used the Layer SOP to do an operation per uv set, but i hardcoded it to the number of sets i knew it to be.
I did a quick search, but not much shows up on multi uv usage, since i guess it's a pretty fresh thing.
Thanks!
Houdini Engine for Maya » Maya asset as relative path to library
- Jonas Borgman
- 7 posts
- Offline
Houdini Engine for Maya » Maya asset as relative path to library
- Jonas Borgman
- 7 posts
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We use perforce and want to store our assets in a perforce workspace for various reasons, and our workspaces are setup with a base name as the user for naming, so that means that my path to the otl would be “c:\jonas.borgman\perforce\houdiniassets\myAsset.otl”, and on my collegues machine to be “c:\other.user\perforce\houdiniassets\myAsset.otl”.
Is it possible to define libraries where to search for the asset so that we can use relative paths like “..\myAsset.otl” and specify the libraries on a per machine basis, rather than specifying the full path since that would break the asset for the next guy, when he tries to open the maya file?
Is it possible to define libraries where to search for the asset so that we can use relative paths like “..\myAsset.otl” and specify the libraries on a per machine basis, rather than specifying the full path since that would break the asset for the next guy, when he tries to open the maya file?
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