Animation , ok done via Blender... (sorry, no v18 here)
Export from Houdini as Alembic to Blender and then exported as GLB:
https://www.matthias-kappenberg.de/downloads/digital-asset-simple-pipeline [www.matthias-kappenberg.de]
(Scroll little bit down, klick: "Load 3D Model", Intro after load has rotation and scale)
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Houdini for Realtime » Exporting Houdini scene to WebGL/three.js
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- matthias_k
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Technical Discussion » Position object along curve based on ramp position
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- matthias_k
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Technical Discussion » How Would I Create Procedural Offset Cables?
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- matthias_k
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If you need it for something like this,
maybe this can give you a starting point.
(New file added with random hang amount)
maybe this can give you a starting point.
(New file added with random hang amount)
Edited by matthias_k - March 24, 2020 16:58:55
Technical Discussion » bevel problem
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- matthias_k
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Can you post your hip file with the problem?
Your geometry is looking “strange”…
Attached is something similar, but with “other/better” poly alignment
Maybe set “Divisions” to 1, too.
Your geometry is looking “strange”…
Attached is something similar, but with “other/better” poly alignment
Maybe set “Divisions” to 1, too.
Edited by matthias_k - March 24, 2020 08:56:20
Technical Discussion » How Would I Create Procedural Offset Cables?
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- matthias_k
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Technical Discussion » Help Card leads to 404 Page
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- matthias_k
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Hmmm, I need some help :-)
after fiddling I have no clues why my help card leads to 404 page
in the help browser…
I do not have this problem with other HDAs.
Any help is welcome and many thanks :-)
Console says:
Default Help is working fine, too :-)
after fiddling I have no clues why my help card leads to 404 page
in the help browser…
I do not have this problem with other HDAs.
Any help is welcome and many thanks :-)
Console says:
Qt Error: Uncaught ReferenceError: QWebChannel is not defined
Default Help is working fine, too :-)
Edited by matthias_k - March 23, 2020 17:55:17
Work in Progress » Ramp to Profile
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- matthias_k
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I don't know if this is already implemented as SOP.
It's a simple open HDA to generate a profile via Ramp.
Can handle “constant” Interpolation and should give a good profile from ramps :-)
Sometimes it can give a “jiggle” after constant Interpolation, thrn you have to increase Point count,
or move the “wrong” ramp vlaue a little bit.
Maybe there is a better solution for sorting.
It's a simple open HDA to generate a profile via Ramp.
Can handle “constant” Interpolation and should give a good profile from ramps :-)
Sometimes it can give a “jiggle” after constant Interpolation, thrn you have to increase Point count,
or move the “wrong” ramp vlaue a little bit.
Maybe there is a better solution for sorting.
Edited by matthias_k - March 15, 2020 11:31:02
Work in Progress » Simple Multi Blend
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- matthias_k
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Hi Aizatulin,
many thanks for your example :-)
Seems to me that it is much faster than my one.
I'll try to optimise my code.
many thanks for your example :-)
Seems to me that it is much faster than my one.
I'll try to optimise my code.
Edited by matthias_k - Feb. 23, 2020 06:09:27
Work in Progress » Simple Multi Blend
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- matthias_k
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Many thanks for the hints and tips :-)
I'll try my best to make it more useful.
At the moment it's only a sketch/experiment.
If I've understood you correct, you mean more options to blend inside the “between” blends?
Multiply. let's say
Blend/Target 3 == 1
Blend/Target 4 == 0.5
Blend/Target 5 == 1
which will have as a result use “4” only as some flavour between 3 and 5?
I'll try my best to make it more useful.
At the moment it's only a sketch/experiment.
If I've understood you correct, you mean more options to blend inside the “between” blends?
Multiply. let's say
Blend/Target 3 == 1
Blend/Target 4 == 0.5
Blend/Target 5 == 1
which will have as a result use “4” only as some flavour between 3 and 5?
Work in Progress » Simple Multi Blend
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- matthias_k
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Some small simple solution to blend arbitary floats and vector atrributes
based on https://www.sidefx.com/docs/houdini/vex/functions/spline.html [www.sidefx.com]
Play the anim to see the effect.
Should be easy to extend to blend detail attributes, too.
If you need integer blends, maybe cast the int to float, and use the float
part in the point wrangle inside the OTL.
As most or every morph/blend tool, for best results you should have
same point/vertex/primitive order and count.
Attached is a simple example file.
Hope you like it and it has some use for you :-)
If you have some time left, maybe you can give me some
tips for refactoring code for better performance.
based on https://www.sidefx.com/docs/houdini/vex/functions/spline.html [www.sidefx.com]
Play the anim to see the effect.
Should be easy to extend to blend detail attributes, too.
If you need integer blends, maybe cast the int to float, and use the float
part in the point wrangle inside the OTL.
As most or every morph/blend tool, for best results you should have
same point/vertex/primitive order and count.
Attached is a simple example file.
Hope you like it and it has some use for you :-)
If you have some time left, maybe you can give me some
tips for refactoring code for better performance.
Edited by matthias_k - Feb. 22, 2020 18:14:11
Technical Discussion » Stop (Point) Wrangle on "if is false"
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- matthias_k
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Hi all,
is it possible to easily prefix the type, eg. vector or float,
to match the initial type without doubling code?
Please see attached file, same code for float and vector,
except the type.
…
vector p_beg = point(0, val, @ptnum);
…
float p_beg = point(0, val, @ptnum);
Many thanks for any help :-)
(Play the anim to see the morph)
is it possible to easily prefix the type, eg. vector or float,
to match the initial type without doubling code?
Please see attached file, same code for float and vector,
except the type.
…
vector p_beg = point(0, val, @ptnum);
…
float p_beg = point(0, val, @ptnum);
Many thanks for any help :-)
(Play the anim to see the morph)
Edited by matthias_k - Feb. 18, 2020 18:07:54
Technical Discussion » Stop (Point) Wrangle on "if is false"
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- matthias_k
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Technical Discussion » Stop (Point) Wrangle on "if is false"
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- matthias_k
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Is there a simple solution to stop a wrangles processing if a conditon is false?
Please see attached file.
Press play to see the “working” morph.
Then for example change a “Morph between” -> “Morph” to an non existing object.
Console should throw a message, and i like to stop then the wrangle.
Many thanks for any suggestions.
Please see attached file.
Press play to see the “working” morph.
Then for example change a “Morph between” -> “Morph” to an non existing object.
Console should throw a message, and i like to stop then the wrangle.
Many thanks for any suggestions.
Edited by matthias_k - Feb. 17, 2020 18:47:10
Technical Discussion » Position object along curve based on ramp position
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- matthias_k
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As Enivob said, a slider makes more sense,
because you can then move “copy 3 before copy 2” on your path :-)
example how you can add arbitary attributes too via mutiparam add.
It's only a sketch :-)
because you can then move “copy 3 before copy 2” on your path :-)
example how you can add arbitary attributes too via mutiparam add.
It's only a sketch :-)
Edited by matthias_k - Feb. 15, 2020 15:58:49
Technical Discussion » Position object along curve based on ramp position
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- matthias_k
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Maybe better code, with all ramp infos as attributes
string rampname = "myramp"; // use next line to create a ramp, you can not use variable as name here // float ramp = chramp("myramp",0); // see below, we add 1 because of the ramp marker numbers // they start at 1 not at 0, i've added it here and for loop starts with i = 1 float count = ch(rampname) + 1; for (int i = 1; i < count; i++) { // create prefix, a markers name is rampname + markernumber // eg. myramp1, myramp2, ... string ramp_pt = rampname + itoa(i); // then add the value to grab, hover the Position label to see the name // eg. myramp1pos float ramp_pt_pos = ch(ramp_pt + "pos"); float ramp_pt_value = ch(ramp_pt + "value"); float ramp_pt_interp = ch(ramp_pt + "interp"); // set the primuv vector to grab vector uv = set(ramp_pt_pos,0,0); vector pos = primuv(1, "P", 0, uv); // create a new point int pt = addpoint(0,set(pos)); // and add desired attributes or groups setpointattrib(0,"ramp_pos", pt, ramp_pt_pos); setpointattrib(0,"ramp_val", pt, ramp_pt_value); setpointattrib(0,"ramp_interp", pt, ramp_pt_interp); setpointgroup(0, "copy", pt , 1); }
Edited by matthias_k - Feb. 14, 2020 01:30:52
Technical Discussion » Position object along curve based on ramp position
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- matthias_k
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Same as lfranceschini's solution,
but as one wrangle.
Added “ramp_val” attribute… maybe you need it.
Eg.: Add a point wrangle after the “copy_ramp” with
but as one wrangle.
Added “ramp_val” attribute… maybe you need it.
Eg.: Add a point wrangle after the “copy_ramp” with
@P.y = @P.y + @ramp_val;
Edited by matthias_k - Feb. 13, 2020 17:13:38
Technical Discussion » Working with CAD files and Pointcloud files in Houdini?
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- matthias_k
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Work in Progress » Carve with Random
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- matthias_k
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Maybe helpy, too.
Strongly inspired by: https://vimeo.com/104891696 [vimeo.com]
while working on the attached one (tentacles grab moving object)
attached wrangle needs some refinements for proper UVs and
it's for polylines only, but it's really fast in my opinion.
Should not produce unwanted points.
Strongly inspired by: https://vimeo.com/104891696 [vimeo.com]
while working on the attached one (tentacles grab moving object)
attached wrangle needs some refinements for proper UVs and
it's for polylines only, but it's really fast in my opinion.
Should not produce unwanted points.
Houdini Indie and Apprentice » window tool: automatic boolean and placement?
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- matthias_k
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Houdini Indie and Apprentice » window tool: automatic boolean and placement?
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- matthias_k
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You can simply replace the cookie with a boolean tool.
Attached is a version with boolean tool.
Main idea: place a point inside a wall,
then the tool should detect the front/back poly
of the wall via ray sop ,
create a box and cut this box out then.
It has some attributes, too, to randomize/control the window options.
Feel free to ask.
Attached is a version with boolean tool.
Main idea: place a point inside a wall,
then the tool should detect the front/back poly
of the wall via ray sop ,
create a box and cut this box out then.
It has some attributes, too, to randomize/control the window options.
Feel free to ask.
Edited by matthias_k - May 15, 2018 04:44:16
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