Exactly what I was looking for. Sorry for the stupid question but - do you have an idea about how to eliminate self intersection like this:
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Technical Discussion » Does anyone know how to create a Collider deformer
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- animquer
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That is amazing. Thank you.
Exactly what I was looking for. Sorry for the stupid question but - do you have an idea about how to eliminate self intersection like this:
Exactly what I was looking for. Sorry for the stupid question but - do you have an idea about how to eliminate self intersection like this:
Technical Discussion » How to make a group based on camera view?
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- animquer
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It was a viewport issue in part. The selection works, but with my camera it keeps selecting as if the camera is 90 degree rotated. I am trying to debug.
I got it, its because there is a transform in the obj level on the geometry, and a different transform on the camera. This is just how I imported my geometry from fbx. But how to I get rid of those transforms. I think only the rotation is the problem.
I got it, its because there is a transform in the obj level on the geometry, and a different transform on the camera. This is just how I imported my geometry from fbx. But how to I get rid of those transforms. I think only the rotation is the problem.
Technical Discussion » How to make a group based on camera view?
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- animquer
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Konstantin Magnus
Hi animquer,
the VEX function toNDC() creates normal device coordinates, X and Y between 0.0 and 1.0 will be inside the frustum:string cam = chs('camera'); vector ndc = toNDC(cam, v@P); int in_frustum = ndc[0]>=0.0 && ndc[0]<=1.0 && ndc[1]>=0.0 && ndc[1]<=1.0;
To check for visibility, shoot rays from each mesh point towards the camera position:if(in_frustum){ matrix xform_cam = optransform(cam); vector pos_cam = cracktransform(0,0,0,0,0, xform_cam); vector dir_cam = pos_cam - v@P; vector pos_ray = v@P + normalize(dir_cam) * 1e-3; int pr_hit = intersect(0, pos_ray, dir_cam, set(0), set(0)); i@group_visible = pr_hit < 0; }
It doesn't quite work, I get random selections from it. It does respect the frustum, but something happens with a selection only one side of the model, also it depends on how close the camera is, some points just disappear from the selection.
This is a view from the camera. In my scene one side -Z of the object simply doesn't work it works in your scene. But also in your scene it also falls apart if you zoom move the camera out. I have no idea what is happening. Something with ray casting?
Technical Discussion » How to make a group based on camera view?
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- animquer
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Does anyone know how to make a group based on camera view in Houdini? I found the way to select everything in camera frustum, but that's not what I want, I want to exclude the occluded geometry. There is a maskbyfeature sop that can use a light source with shadowing but if give it camera as input it doesn't have a proper direction and FOV of the camera. Sounds so simple yet I can't find anything reliable way to do it.
Does anyone know?
Does anyone know?
Technical Discussion » Is there a way to plot attribute values on a graph?
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- animquer
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Houdini for Realtime » FBX export pivots.
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- animquer
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You would have to pack them in some way. There is this with an example scene on the bottom: https://vij.app/fbx-hierarchy-pivots-export-from-houdini-to-unity/. [vij.app]
For individual objects its possible to set the pivot in the transform section of the obj node. But when you are scattering you will have to set up your own pivots and hierarchy. I think in this case using LOPs (instead of SOPs) would be a better way to go. When you assemble the scene in the Solaris you will get all that scenes have, you can write it to fbx or even better USD. SOPs are more like a single transform in the root.
For individual objects its possible to set the pivot in the transform section of the obj node. But when you are scattering you will have to set up your own pivots and hierarchy. I think in this case using LOPs (instead of SOPs) would be a better way to go. When you assemble the scene in the Solaris you will get all that scenes have, you can write it to fbx or even better USD. SOPs are more like a single transform in the root.
Technical Discussion » Is there a way to plot attribute values on a graph?
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- animquer
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Lets say I have a mask attribute, I can look at the raw data in the Geometry Spreadsheet (it's just a bunch of float numbers). I can visualize them in the viewport with colors on points. But what would be really cool is to be able to se a graph: on X axis number of points, on Y axis value. Or something like a histogram where you can see values as vertical bars.
Did anyone encounter something like this? Is there even a way to do it? I guess its possible to create geometry in the scene that represents the histogram. But other then that?
Did anyone encounter something like this? Is there even a way to do it? I guess its possible to create geometry in the scene that represents the histogram. But other then that?
Technical Discussion » Does anyone know how to create a Collider deformer
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- animquer
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Yes, I am looking for a static SOP solver, it you take a look at the videos I linked its just a deformer with some ray casting. A lot like wrinkle deformer yes.
Technical Discussion » Does anyone know how to create a Collider deformer
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- animquer
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Does anyone know how to create a Collider deformer? What I mean is something like this:
https://www.youtube.com/watch?v=3QMJtc4lxOc [www.youtube.com]
https://www.youtube.com/watch?v=3QMJtc4lxOc [www.youtube.com]
Technical Discussion » How to remove unnecessary points like this one?
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- animquer
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I am looking for a way to delete these kind of points in a procedural way. They are making my Boolean operations invalid. Does anyone know how?
Thank you.
Thank you.
Technical Discussion » A way to compare attribute data?
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- animquer
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I am looking for a way to get a precise difference between two nodes and their attributes. Lets say you used a SOP to do some point merging, but you are not sure if it did it or not. You could look at the overall point count before and after. But which ones were merged? I would like to have a way to visualize the change in attribute count or value, in the viewport or in another attribute...
Did anyone try something like this?
Did anyone try something like this?
Technical Discussion » Best way to make a custom version of existing hda?
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- animquer
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Hello,
I am new to making HDAs. I customized an existing HDA (Labs Edge Damage in this case) and I want to save it as a new HDA. But I get an error: Can't write to the file. You may not have permission to edit this file.
I did change the name from the original HDA.
What is the best way to save my edit as a separate HDA?
Thank you. I need to learn more about making HDAs.
I am new to making HDAs. I customized an existing HDA (Labs Edge Damage in this case) and I want to save it as a new HDA. But I get an error: Can't write to the file. You may not have permission to edit this file.
I did change the name from the original HDA.
What is the best way to save my edit as a separate HDA?
Thank you. I need to learn more about making HDAs.
Technical Discussion » Interface to tweak single attr float in the viewport?
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- animquer
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Wow Thank you very much. This is excellent. It will help a lot. I think I am slowly starting to understand.
Technical Discussion » Interface to tweak single attr float in the viewport?
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- animquer
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Hello,
Can anyone provide me with an idea how would you approach solving this particular problem:
I am trying to create an interface with which I can click on a point and drag the mouse up, down, left or right in order to set and change a single float attribute interactively in the viewport. In my case I would like to interactively change the value of pscale in order to control the thickness of the sweep. I don't even need any feedback in the viewport of what the value is since I can visualize that point or just look at the finished sweep.
I know I need python view states. But I am a bit clueless where to go with this information, you know how it goes
First question how can I identify and bind the control to the specific point, especially since point count and id might change.
Any tips are welcome.
Thank you.
Can anyone provide me with an idea how would you approach solving this particular problem:
I am trying to create an interface with which I can click on a point and drag the mouse up, down, left or right in order to set and change a single float attribute interactively in the viewport. In my case I would like to interactively change the value of pscale in order to control the thickness of the sweep. I don't even need any feedback in the viewport of what the value is since I can visualize that point or just look at the finished sweep.
I know I need python view states. But I am a bit clueless where to go with this information, you know how it goes

First question how can I identify and bind the control to the specific point, especially since point count and id might change.
Any tips are welcome.
Thank you.
Technical Discussion » Spawning crowd agents, how?
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- animquer
- 20 posts
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Hello,
I'm trying to create a setup with crowd agents where an agents spawn. I just want to spawn one agent into the simulation let it fall with ragdoll and then spawn another one. All tools that exist are made for spawning all of the agents at the same time and then simulating them, like with a Crowd Source. I know it can be done, but I can't figure it out for the 20th hour. I'm about to give up, so any help is appreciated. In short I'm trying to create a pile of ragdoll bodies. A body pile really. And it seems like the hardest thing in the world. Thank you.
I'm trying to create a setup with crowd agents where an agents spawn. I just want to spawn one agent into the simulation let it fall with ragdoll and then spawn another one. All tools that exist are made for spawning all of the agents at the same time and then simulating them, like with a Crowd Source. I know it can be done, but I can't figure it out for the 20th hour. I'm about to give up, so any help is appreciated. In short I'm trying to create a pile of ragdoll bodies. A body pile really. And it seems like the hardest thing in the world. Thank you.
Houdini for Realtime » Problem with diffuse map baking. Example included.
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- animquer
- 20 posts
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AmbrosiussenAmazing, thank you!
As of last Friday, MapsBaker has support for material_overrides, fixing the bug you mention above!

Houdini for Realtime » Problem with diffuse map baking. Example included.
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- animquer
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There is a workaround. Simply click on the button labeled: "Switch to Original Materials" in the Quick Material node. That will convert the node to the old way of doing things and will bake diffuse just fine after that.
Houdini for Realtime » Problem with diffuse map baking. Example included.
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- animquer
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Thank you for confirming this SelflessOne. I will try reporting it as a bug. Will post if I get a response from the devs.
Houdini for Realtime » Problem with diffuse map baking. Example included.
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- animquer
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Yes the preview is a problem, but I have a bigger problem with the baker, it generates an invalid map if I don't use the default pig texture. That's probably why the maps wont show. With that default texture, open the baked texture in another app and save it and preview will work. But try changing it to another texture, and it wont bake anything. The texture will be pink. Green stripes on the High poly, pink image is what it baked out. Also new pink image wont preview with a quick material. There is something wrong with diffuse baking. I should probably submit a bug. We posted the same thing at the same time. Yeah it works in 18.5. Thank you. Does it bake a map into file in version 19 properly?
Edited by animquer - Feb. 1, 2022 05:01:33
Houdini for Realtime » Problem with diffuse map baking. Example included.
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- animquer
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At the game company I work at we are trying to incorporate Houdini more into our pipeline. I was working on a mesh tile texture and wanted to bake to a plane, but got stuck on an error. After watching all available tutorials and tinkering with is for a whole day, its still not working. I reproduced this problem on a simple scene with a pig head as you can see in the image. I use the quickmaterial node to assign a new texture I want to bake to the low poly. If I remove the quickmaterial node it does bake the original texture of the pig just fine. So why is it baking diffuse into solid pink and how to I tell the baker what diffuse texture to use since quickmaterial doesn't do it? Thank you very much, its giving me a headache.
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