Hi
Wanted to contribute to this challenge
Description
A missing feature ive allways wanted in houdini was the possibility to cut curves with shapes.
So here it is!
Plug your curves in input number one, and your mesh in input number two
Features
It cut curves with a closed mesh.
It keeps your attributes and interpolates them
Use cases
If you have some curves, and want to cut them. Use the curve cutter.
If you have a nice weave of curves, and want a hole for your button. Use the curve cutter.
Found 11 posts.
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SideFX Labs Tech Art Challenge 2021 » Best Houdini Utility Entries
- ThomasRunning
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Work in Progress » Sewing machine... I know .. weird...
- ThomasRunning
- 11 posts
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Your proportions look off, the machine seems to long/stretched. Your edgeflow should go along your curves. Bevel on the plate is not that round, more flat. Since you have the machine in hand i would suggest taking pictures from orthogonal angles. I would also suggest adding an motor (since you want it animated)
Technical Discussion » Removing points based on line detection
- ThomasRunning
- 11 posts
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//primitive wrangle int primpts[] = primpoints(0,@primnum); removepoint(0,primpts[-1]);
Houdini Indie and Apprentice » Growing dynamic curves from source points?
- ThomasRunning
- 11 posts
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Houdini Indie and Apprentice » Complex boolean animation
- ThomasRunning
- 11 posts
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PhiiLLThomasRunning
To avoid weird normals with boolean, both the original geometry and the cutting geometry needs vertex normals. It seems like in this video he is not cutting it live, but have separated the geometry first and then render one of them with opacity. Some renders like Vray and Arnold can do this in rendertime.
I guess you are right, with the seperation bevorehand. But how did he make this smooth opening cut, which reveals the inner parts?
Could it be an exported animation from a CAD software?
If you look closely its not a cut, its two pieces thats split in two, and then he rotates the front piece inside the other. You can cut it live, but he didnt.
Houdini Indie and Apprentice » Complex boolean animation
- ThomasRunning
- 11 posts
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To avoid weird normals with boolean, both the original geometry and the cutting geometry needs vertex normals. It seems like in this video he is not cutting it live, but have separated the geometry first and then render one of them with opacity. Some renders like Vray and Arnold can do this in rendertime.
Technical Discussion » Carve node "cycle animation" (in VEX please) across curves with random starting point offset?
- ThomasRunning
- 11 posts
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Work in Progress » Pine Needles Hair System for Instanced Trees
- ThomasRunning
- 11 posts
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I would have gone with curves, did some testing last year and its easier to get clean results with curves. We deconstructed the tree even more, and instanced clusters of needles instead of singles.
//Cards
//Curves instanced as clusters
//Cards
//Curves instanced as clusters
Edited by ThomasRunning - Oct. 10, 2019 05:27:00
Technical Discussion » Extra number value in array?
- ThomasRunning
- 11 posts
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Technical Discussion » slicked fur/hair, getting fur to lie closely against skin during groom
- ThomasRunning
- 11 posts
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Heres an version that is pure vex, no groom and no hair system. Only curves generated based on scattered points.
Edited by ThomasRunning - April 2, 2019 16:34:54
Houdini Indie and Apprentice » Attribute transfer problem. Not very precise?
- ThomasRunning
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Found this thread from some rant about common sense.
In your case this solution will work just fine, but it can do more complex tasks with some adjustments.
the code is:
In your case this solution will work just fine, but it can do more complex tasks with some adjustments.
the code is:
//set this in a primitive wrangle and connect your geo to transfer from to input 2
int primid;
vector uv;
xyzdist(1,@P,primid,uv);
@Cd = prim(1,“Cd”,primid);
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