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Technical Discussion » trace order from COP2net
- hexaylon
- 19 posts
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Technical Discussion » trace order from COP2net
- hexaylon
- 19 posts
- Offline
Hi people, I just started to mess up with COP2net, got a question about the order of the trace SOP.
say I put a bunch of spuare shape compositing nodes side by side, and simply trace this COP2net to get polygon mesh. like in the image.
The thing bugs me is, what determines the order of tracing? the primitive numbers of the traced polygon is in a different sequence than the order of the shape nodes, which ruins the goal of visualization in my particular project.
and I didn't find any parameter to tweak the orders…
any hint?
thanks
say I put a bunch of spuare shape compositing nodes side by side, and simply trace this COP2net to get polygon mesh. like in the image.
The thing bugs me is, what determines the order of tracing? the primitive numbers of the traced polygon is in a different sequence than the order of the shape nodes, which ruins the goal of visualization in my particular project.
and I didn't find any parameter to tweak the orders…
any hint?
thanks
Technical Discussion » groupPaint weird issue
- hexaylon
- 19 posts
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ok, I figured it out myself… just in case any other beginner like me runs into a same situation:
the grouppaint SOP actually take primitive group as its “Group” input.
so when doing the RMB pop menu selection, just switch into primitive mode and it would work nicely.
for the “__inside_group_***” attribute, since it's funky, I just used a simple VOPSOP to do a “point in group” condition and problem solved.
the grouppaint SOP actually take primitive group as its “Group” input.
so when doing the RMB pop menu selection, just switch into primitive mode and it would work nicely.
for the “__inside_group_***” attribute, since it's funky, I just used a simple VOPSOP to do a “point in group” condition and problem solved.
Technical Discussion » groupPaint weird issue
- hexaylon
- 19 posts
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Hi everyone, I got 2 questions about grouppaint sop bugging me here, hopefully can get some help…
1 in spreadsheet or details view, there is the point attribute “__inside_group_***” (***is the group name of the groupaint sop) with its value 1 or 0. so I tried to use it and transfer to other attribute like color.
but the wired thing is, if the grouppaint node is not currently selected, the attribute is not going to be found. is this a kind of special temparary attribute? How to use it?
2 when doing grouppainting, the RMB pop up menu has the select option and I tried to do a mouse rectangle picking. But after “Enter” to accept, the points in the “group” channel are not exactly the same from these I picked by mouse. is there any I missed to mask the painting?
attached is the screen shots and the example file.
thanks
1 in spreadsheet or details view, there is the point attribute “__inside_group_***” (***is the group name of the groupaint sop) with its value 1 or 0. so I tried to use it and transfer to other attribute like color.
but the wired thing is, if the grouppaint node is not currently selected, the attribute is not going to be found. is this a kind of special temparary attribute? How to use it?
2 when doing grouppainting, the RMB pop up menu has the select option and I tried to do a mouse rectangle picking. But after “Enter” to accept, the points in the “group” channel are not exactly the same from these I picked by mouse. is there any I missed to mask the painting?
attached is the screen shots and the example file.
thanks
Houdini Lounge » algin face to line root
- hexaylon
- 19 posts
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Houdini Lounge » sphere on mouse
- hexaylon
- 19 posts
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Hi people, I am running into this situation that I want to attach a simple sphere onto the mouse just for display purpose
the “mouse” chop gets the position x y on screen space, but how can I convert it to the 3d space coordinates so I can feed it into the translate of the sphere to let it move accordingly?
or maybe there's other solution for this?
thanks
the “mouse” chop gets the position x y on screen space, but how can I convert it to the 3d space coordinates so I can feed it into the translate of the sphere to let it move accordingly?
or maybe there's other solution for this?
thanks
Houdini Lounge » algin face to line root
- hexaylon
- 19 posts
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many thanks for the replies ~
one thing, tame, what's the “up” attribute doing for the copy sop?
you assigned the normal value form the polyframe sop to it, but the values are all 0… what's it for?
one thing, tame, what's the “up” attribute doing for the copy sop?
you assigned the normal value form the polyframe sop to it, but the values are all 0… what's it for?
Houdini Lounge » algin face to line root
- hexaylon
- 19 posts
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Houdini Lounge » algin face to line root
- hexaylon
- 19 posts
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Hi, just got this situation that seems real easy but actually not working as desired.
I am trying to align a disk(a circle sop) onto a root point of a simple line sop and make it perpendicular to the line direction. but seems like the align sop is not working properly and I can not get the direction information of the line… (point sop adding normal is not working for this)
I did use sweep sop and blow away the abundant disks to get the first one on the root but…. I guess there should be a simpler way to do this?
thanks
I am trying to align a disk(a circle sop) onto a root point of a simple line sop and make it perpendicular to the line direction. but seems like the align sop is not working properly and I can not get the direction information of the line… (point sop adding normal is not working for this)
I did use sweep sop and blow away the abundant disks to get the first one on the root but…. I guess there should be a simpler way to do this?
thanks
Technical Discussion » wire initial pose jitter
- hexaylon
- 19 posts
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thanks for the explanation.
I tried to set the rest pose the same as the baked out initial pose. that eased the twist, but then the wire tried to rest into the rest pose, which is behaving not naturally……
I tried “Active” and “De-active” shelf tool as well, but seems like they do not work with wire?
overall, is there a better approach to do “sim-> pause and tweak-> resume sim” that kind of workflow on wire?
I tried to set the rest pose the same as the baked out initial pose. that eased the twist, but then the wire tried to rest into the rest pose, which is behaving not naturally……
I tried “Active” and “De-active” shelf tool as well, but seems like they do not work with wire?
overall, is there a better approach to do “sim-> pause and tweak-> resume sim” that kind of workflow on wire?
Technical Discussion » wire initial pose jitter
- hexaylon
- 19 posts
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Hi people, I am trying to use initial pose for wire simulation to bake out a current pose and re-simulate from there as initial pose.
but one problem I got here is, the simulation starts from the baked pose, but at it's new beginning, instead of peacefully deform, the wire just jitters and twists as if a rubber band was force into this pose and got released at the very first frame to “restore” its shape…
is initial pose containing any deforming data comparing the default mesh? how can I get rid of the severe jitter at the beginning?
thanks
but one problem I got here is, the simulation starts from the baked pose, but at it's new beginning, instead of peacefully deform, the wire just jitters and twists as if a rubber band was force into this pose and got released at the very first frame to “restore” its shape…
is initial pose containing any deforming data comparing the default mesh? how can I get rid of the severe jitter at the beginning?
thanks
Technical Discussion » wire cache and re-edit initial state
- hexaylon
- 19 posts
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well, I am having a hard time bringing the edited and written out Geometry into the DOP again. when put the path into the wire node, the solver gives error saying the topology doesn't match…
can you do a quick example, thanks a lot
can you do a quick example, thanks a lot
Technical Discussion » wire cache and re-edit initial state
- hexaylon
- 19 posts
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Hi guys, I started learning a bit about wire and got a problem.
after baking the .sim file out, it's quick to set initial state on the DOP network, but, what if I want to manually tweak some points(add an edit SOP) at a particular frame, and want the simulate start from just this tweaked shape?
the quick example file below is just a bunch of lines copied onto a poly sphere, then turned into wire and simulated. the DOP network only reads .sim file as the initial. Is there a way to turn the edited geo into a .sim file that the DOP network can read, or other setups can work the way around?
many thanks
after baking the .sim file out, it's quick to set initial state on the DOP network, but, what if I want to manually tweak some points(add an edit SOP) at a particular frame, and want the simulate start from just this tweaked shape?
the quick example file below is just a bunch of lines copied onto a poly sphere, then turned into wire and simulated. the DOP network only reads .sim file as the initial. Is there a way to turn the edited geo into a .sim file that the DOP network can read, or other setups can work the way around?
many thanks
Technical Discussion » procedural UV pelt
- hexaylon
- 19 posts
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Technical Discussion » procedural UV pelt
- hexaylon
- 19 posts
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thanks a lot for the kind reply
thank you tamte! the script work well. didn't realize to use skin node
actually, the main reason for procedural uv is that I was trying to copy curves onto multiple points, then generate mesh from there.
if I use skin node and use the “Groups of N primitives” option to separate them to follow separate curves, then the script doesn't work, I mean only one of the “strands” has uv applied (like in the image )
any clue how to fix that? ops:
for hscript and python embedded script, I have a long way to go… ops:
any suggestions for start-level material and books as well? thanks…
thank you tamte! the script work well. didn't realize to use skin node
actually, the main reason for procedural uv is that I was trying to copy curves onto multiple points, then generate mesh from there.
if I use skin node and use the “Groups of N primitives” option to separate them to follow separate curves, then the script doesn't work, I mean only one of the “strands” has uv applied (like in the image )
any clue how to fix that? ops:
for hscript and python embedded script, I have a long way to go… ops:
any suggestions for start-level material and books as well? thanks…
Technical Discussion » procedural UV pelt
- hexaylon
- 19 posts
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Hi people, I just started to learn doing things procedurally with this impressive software, but got stuck here with uv
like the screenshot shows, Im trying to sweep profile poly shapes along curves to generate mesh, instead of manually selecting the edges to do UVpelt, I hope I can do it all on once. from the manual selection of edges along the curve direction, I see the “group” input is actually a string of points id (as in the image) in a incremental sequence with same steps(in this one it is 4 because it was from a square, and the curve has 6 points).
so the question is, what expression I can use to automatically fit different steps and curve length? or maybe just use different nodes(group geometry?) to feed the info?
Since I'm totally new to houdini, while digging the help doc myself at the same time, any hint or resource recommendation would be very helpful
thanks~
like the screenshot shows, Im trying to sweep profile poly shapes along curves to generate mesh, instead of manually selecting the edges to do UVpelt, I hope I can do it all on once. from the manual selection of edges along the curve direction, I see the “group” input is actually a string of points id (as in the image) in a incremental sequence with same steps(in this one it is 4 because it was from a square, and the curve has 6 points).
so the question is, what expression I can use to automatically fit different steps and curve length? or maybe just use different nodes(group geometry?) to feed the info?
Since I'm totally new to houdini, while digging the help doc myself at the same time, any hint or resource recommendation would be very helpful
thanks~
Houdini Lounge » erge node/ delete history
- hexaylon
- 19 posts
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Houdini Lounge » erge node/ delete history
- hexaylon
- 19 posts
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thanks for the explanations guys
yea, different tools have different ways, gotta change a bit.
one thing however, in the view pane, by selecting mesh at geometry level, I didn't find “delete history” in the RMB pop up menu,only delete the whole geo… is that a different version thing?
yea, different tools have different ways, gotta change a bit.
one thing however, in the view pane, by selecting mesh at geometry level, I didn't find “delete history” in the RMB pop up menu,only delete the whole geo… is that a different version thing?
Houdini Lounge » erge node/ delete history
- hexaylon
- 19 posts
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Hi, Im new to houdini, and this is a newbie question…
just wondering how can I merge redundant nodes like deleting history in maya.
I mean, I was trying to delete couple faces on a poly mesh, by selecting 1 face and hit delete key, Houdini creats a “blast” node, and if I select another face and hit delete again, 1 more blast node is created… by the end of the day, I got a chain of blast nodes in the network. is there a way to merge them together just like deleting history?
thanks
just wondering how can I merge redundant nodes like deleting history in maya.
I mean, I was trying to delete couple faces on a poly mesh, by selecting 1 face and hit delete key, Houdini creats a “blast” node, and if I select another face and hit delete again, 1 more blast node is created… by the end of the day, I got a chain of blast nodes in the network. is there a way to merge them together just like deleting history?
thanks
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