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Technical Discussion » Weird behaviour on boolean and polyextrude SOPs
- Satamanster
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After some tips from other people and reading my own comment, i ended up figuring the solution. Extending the curve on the last couple points creates a set of points with a tangent facing the appropriate direction. That solves the issue!
Technical Discussion » Weird behaviour on boolean and polyextrude SOPs
- Satamanster
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Using the sweep node is in fact a great tip! I am still using the boolean but just as a way to cut out the circle from the rectangle. The only issue is that if I use the resample on the path curve or if I convert the geometry after the sweep node then the end cap faces get unaligned. I even tried to convert the sweep shape into polygons and leave out the endcaps group out, but without the resample the result is uneven!
NOTE: THE PROBLEM THAT I AM MENTIONING ABOVE ONLY APPLIES TO THE CURVED CURVE (SITUATIONS WHERE THE RESAMPLED TWO FIRST POINTS OR THE TWO LAST POINTS ARE NOT ALIGNED, OBVIOUSLY)
NOTE: THE PROBLEM THAT I AM MENTIONING ABOVE ONLY APPLIES TO THE CURVED CURVE (SITUATIONS WHERE THE RESAMPLED TWO FIRST POINTS OR THE TWO LAST POINTS ARE NOT ALIGNED, OBVIOUSLY)
Edited by Satamanster - Sept. 5, 2023 19:19:22
Technical Discussion » Weird behaviour on boolean and polyextrude SOPs
- Satamanster
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Hi everyone. It's been a long time (years) since I had messed with houdini at all. But all of a sudden i decided to give it another go.
So i just grabbed this wallpaper from my tablet and I was trying to recreate something like this in Houdini.
As I was messing with Houdini to create procedural track pieces based on an input curve I came up with two weird artifacts.
First one I believe to be a bug of sorts. I have clean (matching) geometry on both pieces and when I try to boolean subtract one from the other the boolean SOP is creating random points out of nothing that have nothing to do with neither input geometry.
On a second note maybe I got used to how other programs deal extrusion along a curve. But out of a profile I am trying to extrude a profile along a curve and when I use "curved curves" the extrusion orientation doesn't match the curve at all.
What am I doing wrong exactly? (Note: I'm using arclen to make sure the extrusion depth is the same as the curve length)
Would you advise me on ditching this approach and use a nurbs extrusion and only then converting my mesh to polygons or my approach is worthy of getting to accomplish my goal?
I'm attaching the Hip(NC) file so you can take a look.
P.S. Using the latest release build.
Hope you guys can shed some light on this lost soul! Also if you have any tips or comments regarding the project overall let me know.
A procedural thank you all!
So i just grabbed this wallpaper from my tablet and I was trying to recreate something like this in Houdini.
As I was messing with Houdini to create procedural track pieces based on an input curve I came up with two weird artifacts.
First one I believe to be a bug of sorts. I have clean (matching) geometry on both pieces and when I try to boolean subtract one from the other the boolean SOP is creating random points out of nothing that have nothing to do with neither input geometry.
On a second note maybe I got used to how other programs deal extrusion along a curve. But out of a profile I am trying to extrude a profile along a curve and when I use "curved curves" the extrusion orientation doesn't match the curve at all.
What am I doing wrong exactly? (Note: I'm using arclen to make sure the extrusion depth is the same as the curve length)
Would you advise me on ditching this approach and use a nurbs extrusion and only then converting my mesh to polygons or my approach is worthy of getting to accomplish my goal?
I'm attaching the Hip(NC) file so you can take a look.
P.S. Using the latest release build.
Hope you guys can shed some light on this lost soul! Also if you have any tips or comments regarding the project overall let me know.
A procedural thank you all!
Edited by Satamanster - Sept. 5, 2023 16:50:58
Houdini Lounge » Selecting outer edge ring loops procedurally
- Satamanster
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PaQ WaK
Hello,
Depending how you build your geo, there is probably a way to tag those edges upstream in the process, making the process more reliable than based on an angle.
Thank you so much Pascal. I was able to figure out through your file the setting I was missing and that was "Include Only Elements on the Boundary" in the group promote note! Problem solved Thanks a lot!
Houdini Lounge » Selecting outer edge ring loops procedurally
- Satamanster
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Hi there! I'm going trough the basics of Houdini and I was trying to create a "tool" to create tube/tube sections like those you see in TV news intros.
The thing that is hitting me is that I want to select only the "contour" edges and bevel those without influencing the division ones which i want to be able to control separately!
How can I do this?
Thanks in advance.
This is what I have:
This is what I want.
The thing that is hitting me is that I want to select only the "contour" edges and bevel those without influencing the division ones which i want to be able to control separately!
How can I do this?
Thanks in advance.
This is what I have:
This is what I want.
Edited by Satamanster - March 24, 2021 17:59:18
Houdini Indie and Apprentice » How does Houdini handle pack geometry with multiple entries?
- Satamanster
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Hi guys, I've been watch the bullet masterclass from the SideFX website and a question came up while watching the copy to point assembling option.
From what I understood and correct me if ‘m wrong, when you check the “Pack geometry before copying” option, all the geometry is referenced to a single place in memory.
My question is what happens, in terms of “Houdini’s way of thinking” when you fetch two geometry nodes into a switch before and stamp it's value. Does Houdini pack all geometry as one or is it intelligently gets the stamp and creates two indexes in memory for each component feed into the switch.
Can you clarify this to me?
Happy learning.
Thanks.
From what I understood and correct me if ‘m wrong, when you check the “Pack geometry before copying” option, all the geometry is referenced to a single place in memory.
My question is what happens, in terms of “Houdini’s way of thinking” when you fetch two geometry nodes into a switch before and stamp it's value. Does Houdini pack all geometry as one or is it intelligently gets the stamp and creates two indexes in memory for each component feed into the switch.
Can you clarify this to me?
Happy learning.
Thanks.
Houdini Indie and Apprentice » Building a computer for FX in Houdini.
- Satamanster
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Houdini Indie and Apprentice » Building a computer for FX in Houdini.
- Satamanster
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Hmm could you specify? Is a Nvidia Titan a better option? What about rendering speed?
So you're saying is not worth to buy a professional workstation for this? Because Dell and HP are the only workstation options for me here.. Should I buy the computer from the consumer range general store?
So you're saying is not worth to buy a professional workstation for this? Because Dell and HP are the only workstation options for me here.. Should I buy the computer from the consumer range general store?
Houdini Indie and Apprentice » Building a computer for FX in Houdini.
- Satamanster
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Hello everyone. The last time I bought a computer was when i got into college and by the time that happened i didn't know i would like to become an FX TD/artist some day… And back then, my i5 toshiba laptop was more than enough for the daily tasks. Well. That was 5 years ago.
Right now i came up with the plan to become serious in Houdini, and my old laptop won't be able to keep up with the thing. So, since i'm not an expert in the Houdini's architecture, i come here to ask you for some advice.
So, I want a computer that will help me develop the right skills and hopefully getting part of real world commercial projects. So i need a machine that will last long enough trough my learning process and still be efficiently capable when i get to the work as an FX TD part.
My first instinct was in buying a laptop workstation, specifically this one:
Dell Workstation Precision M6800
- Display 17.3“ Full HD 1920x1080
- Core i7-4800MQ
- RAM 32GB
- Hard Drive: 256GB SSD + 1TB 2,5” SATA (5400rpm) Hard Drive
- Gráficos: Nvidia® Quadro® K3100M com 4 GB GDDR5
According to the company, after tax, this would cost me approximately 3400 $US and that got me thinking. Could I, for the same exact value buy a better machine? And maybe a laptop is not the best option here.
As for the FX pipeline (also including rendering the effects of course) what advises could you give me? Am i throwing away money on this laptop?
Does it pay to buy a “professional workstation” or will the common pieces of hardware (like gaming cards - GTX980 for example) will do just fine for my purpose? Is there any advantage of buying a professional workstation?
In case i go for the build a workstation, what should be my priority? CPU, RAM or graphics card? What is the minimum standard for a proficient commercially machine for each of these components?
I just want to be sure I'm getting the best out of investing the right money in the right stuff.
Should it be a reminder, I would like to keep my budget under the 3k if possible.
Thank you all.
Right now i came up with the plan to become serious in Houdini, and my old laptop won't be able to keep up with the thing. So, since i'm not an expert in the Houdini's architecture, i come here to ask you for some advice.
So, I want a computer that will help me develop the right skills and hopefully getting part of real world commercial projects. So i need a machine that will last long enough trough my learning process and still be efficiently capable when i get to the work as an FX TD part.
My first instinct was in buying a laptop workstation, specifically this one:
Dell Workstation Precision M6800
- Display 17.3“ Full HD 1920x1080
- Core i7-4800MQ
- RAM 32GB
- Hard Drive: 256GB SSD + 1TB 2,5” SATA (5400rpm) Hard Drive
- Gráficos: Nvidia® Quadro® K3100M com 4 GB GDDR5
According to the company, after tax, this would cost me approximately 3400 $US and that got me thinking. Could I, for the same exact value buy a better machine? And maybe a laptop is not the best option here.
As for the FX pipeline (also including rendering the effects of course) what advises could you give me? Am i throwing away money on this laptop?
Does it pay to buy a “professional workstation” or will the common pieces of hardware (like gaming cards - GTX980 for example) will do just fine for my purpose? Is there any advantage of buying a professional workstation?
In case i go for the build a workstation, what should be my priority? CPU, RAM or graphics card? What is the minimum standard for a proficient commercially machine for each of these components?
I just want to be sure I'm getting the best out of investing the right money in the right stuff.
Should it be a reminder, I would like to keep my budget under the 3k if possible.
Thank you all.
Houdini Indie and Apprentice » Decent Strand / Hair / Wire Solver
- Satamanster
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I think i?ve been misunderstood here. I'm not tring to insinuate points on XSI because of that. Rather, i'm asking for the best technique to achieve similar effects. Is there any in houdini? Is it achivable trough the wire solver? That springy curve at the end, The joints chain based on that dynamic curve, etc.
I'm trying to use this concept as a starting point to a production shot where there's a massive field of dandelions. So much for RnD, here's an example of.
“What's been done”:
https://vimeo.com/118336377 [vimeo.com]
Similar has been done in houdini with wire solver:
https://vimeo.com/91547712 [vimeo.com]
It's just not quite there…
If you have any tips regarding the houdini way to achieve that it would be very thankfull. And if by any ways, houdini has feature capabilities to do so, if that's not offensive…
Thanks
I'm trying to use this concept as a starting point to a production shot where there's a massive field of dandelions. So much for RnD, here's an example of.
“What's been done”:
https://vimeo.com/118336377 [vimeo.com]
Similar has been done in houdini with wire solver:
https://vimeo.com/91547712 [vimeo.com]
It's just not quite there…
If you have any tips regarding the houdini way to achieve that it would be very thankfull. And if by any ways, houdini has feature capabilities to do so, if that's not offensive…
Thanks
Houdini Indie and Apprentice » Decent Strand / Hair / Wire Solver
- Satamanster
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Just a note, watch the video untill the end.. You will get it.. Shall I report to SESI as a suggestion or we have such “feature alike” in Houdini?
Houdini Indie and Apprentice » Decent Strand / Hair / Wire Solver
- Satamanster
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Helloo everyone!!!
I was search trought the documentation and making some tests, and maybe it's just me, am I the only one thinking houdini is lacking a decent (faster and more accurate) “wire solver”. I mean. I'm aware of the things I'm capable with it but as much as my ignorance goes this will be turn into a “flawful” workflow implementation…
I'l give you a hint. Here is a video I came across that illustrate what I'm trying to achieve.. You'll be able to check the sim speed ad get my point.. It's nearly on realtime…
https://vimeo.com/11038087 [vimeo.com]
Do we have something like this in houdini??? Sorry for my ignorence if so…
I was search trought the documentation and making some tests, and maybe it's just me, am I the only one thinking houdini is lacking a decent (faster and more accurate) “wire solver”. I mean. I'm aware of the things I'm capable with it but as much as my ignorance goes this will be turn into a “flawful” workflow implementation…
I'l give you a hint. Here is a video I came across that illustrate what I'm trying to achieve.. You'll be able to check the sim speed ad get my point.. It's nearly on realtime…
https://vimeo.com/11038087 [vimeo.com]
Do we have something like this in houdini??? Sorry for my ignorence if so…
Houdini Indie and Apprentice » Falloff (Control) object
- Satamanster
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hmmm. Kinda is.. It gave me some good ideas… I'll be posting the final result when it's done.. Thank you all…
Houdini Indie and Apprentice » Falloff (Control) object
- Satamanster
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Hmm, indeed maybe i'm not making myself clear… What i want is to make the mesh (in this case, the text) to appear as it's coming from a low poly look, or in other words, i want sort of an expanding number of polygons till it gets fully contructed, or basically, starting from a triangle it goes gainning resolution and becomes the final mesh.. That's kind of what polyreduce SOP does but the thing is that in a mesh with the words “SUPER MARIO” i ante the S to start forming, then slightly after the U, P, E, etc… Is like instead of transforming all at once there's a delay based on the X position of the set of existing meshes (1 per letter, in this case).
All examples I see are kind of the oposite (they deconstruct instead of constructing) and with just one mesh… Here are some of the look i'm after:
http://vimeo.com/73073734 [vimeo.com]
http://vimeo.com/43315740 [vimeo.com]
Thank you so much for the help!
All examples I see are kind of the oposite (they deconstruct instead of constructing) and with just one mesh… Here are some of the look i'm after:
http://vimeo.com/73073734 [vimeo.com]
http://vimeo.com/43315740 [vimeo.com]
Thank you so much for the help!
Houdini Indie and Apprentice » Falloff (Control) object
- Satamanster
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Also eetu, pls check your pm's, I've sent you a message regarding learning houdini.. Thanks..
Houdini Indie and Apprentice » Falloff (Control) object
- Satamanster
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Ok, so here's the deal. If your polyreduce is at retain 0 per cent you just have a bunch of points, no mesh there.. as you increase you get that “mesh forming from polygon growing” effect. I want to do this but instead of animating all at once i want a based on X axis delay.. Does that make it clearer?
Houdini Indie and Apprentice » Falloff (Control) object
- Satamanster
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Hmm. Yeah sory for that but basically you could replace all that for a simple extruded text… The question remains. I've opened your file, but i don't think i'm getting it. Mapping the attribute to the poitn weight makes it slightly transform when the metaball is in the right of it but as long as the point is out of the metaball's range or at the right of it, the mesh remains intact. Hmmm… I'm posting a new non asset dependent scene.
Sorry 4 the inconvenience…
Sorry 4 the inconvenience…
Houdini Indie and Apprentice » Falloff (Control) object
- Satamanster
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Here I am again… -.-' Sorry guys… But learning Houdini on your own is not that easy…
I managed to use the previous solutions with the work i was doing but this challenge comes from the fact that i don't want to use this falloff object with a copy but to animate an operation (in this case the polyreduce percentage)…
I'm posting my scene so you guys can help me. Why does this attribute does not compute the results with this particular field?
I'm trying to integrate houdini in the pipeline but is coming quite painfull when you're asked with results for yesterday (so much for RnD in small studios).. -.-'
Thank you all. Hope you can help me…
I managed to use the previous solutions with the work i was doing but this challenge comes from the fact that i don't want to use this falloff object with a copy but to animate an operation (in this case the polyreduce percentage)…
I'm posting my scene so you guys can help me. Why does this attribute does not compute the results with this particular field?
I'm trying to integrate houdini in the pipeline but is coming quite painfull when you're asked with results for yesterday (so much for RnD in small studios).. -.-'
Thank you all. Hope you can help me…
Houdini Indie and Apprentice » Falloff (Control) object
- Satamanster
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Accordingly let me tell you, you guys, make this the best 3d package community out there, thnaks so much.. I'm really into making a full transition to houdini right now… I really believe that Houdini, with access to all this deep data detail can replace with ease cinema 4d in the motion graphics field.. Maybe not as quick or easy to set up but much, MUCH more powerfull…
Again thank you all for your help..
Again thank you all for your help..
Houdini Indie and Apprentice » Falloff (Control) object
- Satamanster
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This is perfect… But there's just one problem…. For the specif project i'm working in i need the magnet to be cubic, not spherical.. I tried to connect a box to an iso offset or to a vdb volume but neither of this works as a magnet…
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