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Houdini Indie and Apprentice » Mayan pyramid procedural modeling
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- PaQ WaK
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Technical Discussion » Karma shading smooth surfaces
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- PaQ WaK
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Hello, I'm using a simple zebra matcap.
It is possible my input is irrelevant tho and that I don't exactly understand your concern.
I have the feeling you expect here to have the surface looking like it was a single spherical trim, while in 'reality' there is a strong continuity variation.
It is possible my input is irrelevant tho and that I don't exactly understand your concern.
I have the feeling you expect here to have the surface looking like it was a single spherical trim, while in 'reality' there is a strong continuity variation.
Technical Discussion » Karma shading smooth surfaces
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- PaQ WaK
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To me the original surface continuity is not ideal if you expect a smooth gradient. It's probably something you want to 'fix' in your CAD software, as they are usually multiple tools to rebuild a surface and analyze the curvature.
Edited by PaQ WaK - Aug. 23, 2024 18:21:07
Houdini Indie and Apprentice » Opening my "old" hipnc files in Indie
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- PaQ WaK
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So you're giving advice to a company that has been in business for 30 years, about software you don't use professionally, which will likely be replaced by AI in 10 years anyway (according your expertise) ? Sounds like a waste of time to me.
Houdini Indie and Apprentice » For each Loop and using attributes on the outside.
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- PaQ WaK
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Hello
If all you do is transforming the object you want to copy, you don't need to use a loop at all.
"Just" set the appropriate attribute on the point cloud (pscale,scale,N,up,orient etc).
Here's an example of a fountain type emitter, where the boxes a aligned to the velocity, and scaled by the velocity length.
The random hscript expression can be replaced by "rand(@ptnum)" in vex, that will return a random float based on the particle id for example.
If all you do is transforming the object you want to copy, you don't need to use a loop at all.
"Just" set the appropriate attribute on the point cloud (pscale,scale,N,up,orient etc).
Here's an example of a fountain type emitter, where the boxes a aligned to the velocity, and scaled by the velocity length.
The random hscript expression can be replaced by "rand(@ptnum)" in vex, that will return a random float based on the particle id for example.
Edited by PaQ WaK - July 25, 2024 19:41:53
Technical Discussion » How to cut primitive only vertically
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- PaQ WaK
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Once oriented/aligned to the origin you can chose whatever strategy you want to do the slice. There might be some flow how I orient the plane tho, but without any context it's hard to understand. You can also pre-uv those windows so it's easier to work on them later on.
Edited by PaQ WaK - July 6, 2024 18:44:20
Houdini Indie and Apprentice » Gradually increase twist in a for loop
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- PaQ WaK
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It's the spare input link I added in the twist so I can use an expression to compute the capture length.
( bbox(-1,D_ZSIZE))
-1 mean the first space input.
( bbox(-1,D_ZSIZE))
-1 mean the first space input.
Houdini Indie and Apprentice » Gradually increase twist in a for loop
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- PaQ WaK
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Houdini Indie and Apprentice » Drone Show Houdini
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- PaQ WaK
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Hello,
Last time I tried to solve this I used this lib :
https://pythonot.github.io/ [pythonot.github.io]
IIRC I had to follow this Entagma setup showcase too :
https://entagma.com/advanced-setups-15-solving-optimal-transport-using-python-and-pot/ [entagma.com]
I have to say that once I had those morphing pair sorted using the POT algorithm, visually it wasn't the most pleasing result, as the trajectory are ofc linear and very "mathematical". So I end up adding a bit of curling noise on the trajectory, and at the end the result wasn't that far from the un-optimal initial version without POT solving :O)
I remember this Junichiro Horikawa video was also very interesting to watch on the subject ! (as usually)
https://www.youtube.com/watch?v=Q0SdwtIlWJE [www.youtube.com]
I can't however share the .hip file
Last time I tried to solve this I used this lib :
https://pythonot.github.io/ [pythonot.github.io]
IIRC I had to follow this Entagma setup showcase too :
https://entagma.com/advanced-setups-15-solving-optimal-transport-using-python-and-pot/ [entagma.com]
I have to say that once I had those morphing pair sorted using the POT algorithm, visually it wasn't the most pleasing result, as the trajectory are ofc linear and very "mathematical". So I end up adding a bit of curling noise on the trajectory, and at the end the result wasn't that far from the un-optimal initial version without POT solving :O)
I remember this Junichiro Horikawa video was also very interesting to watch on the subject ! (as usually)
https://www.youtube.com/watch?v=Q0SdwtIlWJE [www.youtube.com]
I can't however share the .hip file

Edited by PaQ WaK - July 5, 2024 13:15:31
Technical Discussion » How to cut primitive only vertically
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- PaQ WaK
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Hello,
Here's I'm using clip, but you can also use boolean or divide OP as suggested.
However the key is to first move and align the geometry to the world origin, using the axe of you want (+Z in this example).
Also I'm assuming you only need to rotate around the Y axis for vertical slice.
Here's I'm using clip, but you can also use boolean or divide OP as suggested.
However the key is to first move and align the geometry to the world origin, using the axe of you want (+Z in this example).
Also I'm assuming you only need to rotate around the Y axis for vertical slice.
H20 Tech Art Challenge » Best Houdini Utility Entries
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- PaQ WaK
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CADuvFIX
CADuvFIX - SOP : Fixing UV's auto generated by Moment of Inspiration, when exporting CAD/Nurbs model using .FBX. It does require MOI 5.0 beta (dec), as this last version generates the appropriate surface ID.

MoI 5.0 exports intrinsic uv's coming from the Nurbs surface, so every surface has normalized UV's in a 0-1 space. They are hardly exploitable in that arrangement.

Beside some surface have inverted projection

Labs calculate uv distortion is handy to visualize those distortions, but won't fix anything.

CADuvFIX will go a bit further, and generate the proper scale fix needed to minimize those stretching and also fix inverted projection.

The orthogonal / axis aligned nature of those UV's makes the packing efficient.
Different showcases :



Video demo (French) :
I also include a test mesh generated by MoI to test the tool.
Cheers
CADuvFIX - SOP : Fixing UV's auto generated by Moment of Inspiration, when exporting CAD/Nurbs model using .FBX. It does require MOI 5.0 beta (dec), as this last version generates the appropriate surface ID.
MoI 5.0 exports intrinsic uv's coming from the Nurbs surface, so every surface has normalized UV's in a 0-1 space. They are hardly exploitable in that arrangement.
Beside some surface have inverted projection
Labs calculate uv distortion is handy to visualize those distortions, but won't fix anything.
CADuvFIX will go a bit further, and generate the proper scale fix needed to minimize those stretching and also fix inverted projection.
The orthogonal / axis aligned nature of those UV's makes the packing efficient.
Different showcases :
Video demo (French) :
I also include a test mesh generated by MoI to test the tool.
Cheers
Houdini Lounge » Ultra Widescreen curved monitor?
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- PaQ WaK
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Love mine, but I still had to add second monitor as it's easier (for me) than splitting the screen or use tiler.
Technical Discussion » Fixing Point Sort Procedurally
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- PaQ WaK
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You might have to use a polypath to combine all the primitives together into a single curve primitive before the vertex sorting.
Houdini Lounge » I've been badly cheated. Houdini is a programmer's world.
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- PaQ WaK
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StaglaitorGCharb
But then again, you need to learn the tool before complaining, and a 3 weeks learning period is just an absurdly too short amount of time to even scratch the surface of what is arguably the most powerful DCC on the planet! 🤔
Yeah, I'd like to think so, too, but show an example of transformable model that has high visual aesthetics....
It feels like instead of developing visual aesthetics, you're spending your time on programming
Use both hemisphere of your brain dude, it's not because you call yourself an artist that you can't solve a rule of three, or add two vectors. Just be curious and "open" to learn new stuffs and test your limit.
If you are looking for a tool to build procedural/parametric system (large transform reserve ???) with no mental effort then you might probably want to wait an other 2 decades or so.
Edited by PaQ WaK - Jan. 2, 2024 11:22:56
Houdini Lounge » I've been badly cheated. Houdini is a programmer's world.
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- PaQ WaK
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Hello,
- 3 weeks is nothing, you have to produce a serious number of assets before developing the mind skills. D
- It's not because you set 3 attributes in vex that you are a programmer
Before evaluating your productivity, did you enjoy that approach of modeling ?. It can't please everyone, and if those 3 weeks were a chore maybe Houdini is not the best fit for you.
They are other proc modeling solution around that are maybe easier to learn. And once you hit their limit you might want to come back to houdini and better appreciate the workflow and toolset.
Beside I'm curious, what was that first model you were working on ?
- 3 weeks is nothing, you have to produce a serious number of assets before developing the mind skills. D
- It's not because you set 3 attributes in vex that you are a programmer
Before evaluating your productivity, did you enjoy that approach of modeling ?. It can't please everyone, and if those 3 weeks were a chore maybe Houdini is not the best fit for you.
They are other proc modeling solution around that are maybe easier to learn. And once you hit their limit you might want to come back to houdini and better appreciate the workflow and toolset.
Beside I'm curious, what was that first model you were working on ?
Houdini Lounge » Why is my intersect bool not working when I try this?
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- PaQ WaK
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Hello, well the boolean is kinda vocal here and complains about non manifold geo (p6927-6930) in SolidA.
Boolean OP comes by default with a self-intersection option on, so each solid is first resole against himself, before the final operation. You can disable it for SolidA (Set A) as Houdini seems to have hard time validated/clean that mesh. (I would say SolidA is what I would call a garbage geo 'topology' wise :P). Once that self-intersect disable for input A, the boolean works. (And as expected the mesh B is inverted in you graph, so reactivate the reverse).
If it's a one time process using polydoctor is fine, I kinda tend to avoid it inside a procedure tho (it's a very complex operator and I remember having it 'freezing' Houdini).
Boolean OP comes by default with a self-intersection option on, so each solid is first resole against himself, before the final operation. You can disable it for SolidA (Set A) as Houdini seems to have hard time validated/clean that mesh. (I would say SolidA is what I would call a garbage geo 'topology' wise :P). Once that self-intersect disable for input A, the boolean works. (And as expected the mesh B is inverted in you graph, so reactivate the reverse).
If it's a one time process using polydoctor is fine, I kinda tend to avoid it inside a procedure tho (it's a very complex operator and I remember having it 'freezing' Houdini).
Edited by PaQ WaK - Dec. 29, 2023 12:02:22
Houdini Lounge » Why is my intersect bool not working when I try this?
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- PaQ WaK
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It's hard to judge without the .hip.
Are you sure about the face orientations of your 2 models ?
- In the display option / markers / Tint Backface is on ?
- Optimize / remove Backface ... both can help to visualize it.
I'm saying that because if a boolean op do the invert result you are expecting, it's often the an face direction problem.
Are you sure about the face orientations of your 2 models ?
- In the display option / markers / Tint Backface is on ?
- Optimize / remove Backface ... both can help to visualize it.
I'm saying that because if a boolean op do the invert result you are expecting, it's often the an face direction problem.
Houdini Lounge » Modeling primarily in Houdini
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- PaQ WaK
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Well I did read the popup a couple of time, but couldn't make much sense of it (I was selecting 2 consecutive points :P)).
Indeed now that I know it defines one of the uv segment, it makes more sense ! Thanks for the info.
Indeed now that I know it defines one of the uv segment, it makes more sense ! Thanks for the info.
Edited by PaQ WaK - Dec. 27, 2023 22:14:23
Houdini Lounge » Modeling primarily in Houdini
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- PaQ WaK
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Houdini Lounge » Modeling primarily in Houdini
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- PaQ WaK
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So I guess the Houdini polyfill tool try to extract 4 curves (u and v direction) to construct the grid. For this it seems to "just" evenly count the edges, so if you have 20 edges, you will get 4 curves of 5 consecutive edges.
In the case above that doesn't work well. If I had to build that patch manually I will have to define 2 curves of 6 edges and 2 curves of 4 edges to get a nice 'world' oriented grid.
The nice thing with Houdini is that you can do it yourself, even tho in this example I manually selected what part of the profile has to be used a U and V. There is probably a nice procedural way to define that set. (probably the hard part after a second thought =O) )
I wish current polyfill will somehow resolve that case, but I suppose it was made with other priority, like performance and reliability over "pleasing" visual result. I suppose I have enough material to send a FR, worth a try !
In the case above that doesn't work well. If I had to build that patch manually I will have to define 2 curves of 6 edges and 2 curves of 4 edges to get a nice 'world' oriented grid.
The nice thing with Houdini is that you can do it yourself, even tho in this example I manually selected what part of the profile has to be used a U and V. There is probably a nice procedural way to define that set. (probably the hard part after a second thought =O) )
I wish current polyfill will somehow resolve that case, but I suppose it was made with other priority, like performance and reliability over "pleasing" visual result. I suppose I have enough material to send a FR, worth a try !
Edited by PaQ WaK - Dec. 27, 2023 19:34:05
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