Hello,
Thank you very much for your help.
This was very helpful in general and yes, I didn't realize I was mixing the inputs at pathdeform...
I tried to simulate both with hairs and curves and with grid and then used pathdeform. When I simulated with hairs, of course I suddenly had a lot of flying single 'pipes' and it didn't give me the result I aimed.
So I used surfaces to simulate, I used pointdeform to map bunch of splines on these surfaces and I sweeped them.
The path deform didn't work but I followed Entagma tutorial recreating the pathdeform with pointwranlges.
https://www.youtube.com/watch?v=Qj4qX7TBKZc&ab_channel=Entagma [www.youtube.com]
Again, thank you very much for your reply.
Found 11 posts.
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Houdini Indie and Apprentice » Vellum Cloth Simulation Change Simple Geo to Complex Geo
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- omerpekin
- 11 posts
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Houdini Indie and Apprentice » Vellum Cloth Simulation Change Simple Geo to Complex Geo
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- omerpekin
- 11 posts
- Offline
Hello,
I am trying to simulate a geometry in vellum with cloth constraints.
When I use multiple simple grids with fairly high subdivisions, I manage to get good results. However, when I try to simulate the same with gigh polycount geometry (an array of cylinders) I end up having very long cache times. So it has been very hard to update the vellum simulation (forces like wind etc.)
Is there a way to simulate with a grid and change these after the simulation to more complex geometry?
I tried to use point deform, however the results are quite bad.
I looked in to vellum rest blend but I believe it is not that helpful, since I need to input same amount of polycount at the begining.
Am I doing something wrong? How can I be more efficient?
Thanks in advance
Omer
I am trying to simulate a geometry in vellum with cloth constraints.
When I use multiple simple grids with fairly high subdivisions, I manage to get good results. However, when I try to simulate the same with gigh polycount geometry (an array of cylinders) I end up having very long cache times. So it has been very hard to update the vellum simulation (forces like wind etc.)
Is there a way to simulate with a grid and change these after the simulation to more complex geometry?
I tried to use point deform, however the results are quite bad.
I looked in to vellum rest blend but I believe it is not that helpful, since I need to input same amount of polycount at the begining.
Am I doing something wrong? How can I be more efficient?
Thanks in advance
Omer
Houdini Indie and Apprentice » Pathdeform on rotated curves
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- omerpekin
- 11 posts
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Hello,
I have a vellum hair simulation, quite basic simulation.
I have created a line, I scattered points on a grid and copied these lines on to the grid and fed them into Vellum.
Following this, I created an object and I am using pathdeform to map these objects on the curves.
All went quite good, until I decided to randomly rotate the initial curves...
I managed to rotate with an Attribute Wrangler, I also tried Scatter-And-Align nodes, it works... However my pathdeform results look quite awkward (misaligned). I tried to copy the attribute of the initial random rotations and tried to scale the rotation with this attribute but it didn't went well.
How should I rotate pathdeform so that it aligns with my rotated curves?
I have a vellum hair simulation, quite basic simulation.
I have created a line, I scattered points on a grid and copied these lines on to the grid and fed them into Vellum.
Following this, I created an object and I am using pathdeform to map these objects on the curves.
All went quite good, until I decided to randomly rotate the initial curves...
I managed to rotate with an Attribute Wrangler, I also tried Scatter-And-Align nodes, it works... However my pathdeform results look quite awkward (misaligned). I tried to copy the attribute of the initial random rotations and tried to scale the rotation with this attribute but it didn't went well.
How should I rotate pathdeform so that it aligns with my rotated curves?
Edited by omerpekin - Nov. 2, 2024 10:54:15
Houdini Indie and Apprentice » Slowmotion animation
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- omerpekin
- 11 posts
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Hello,
I have a vellum animation, simply put, I made a grid with bunch of lines as hairs and I am moving the grid around.
I cached the animation and re-imported this geometry.
I want to do a slowmotion of this animation, however I do not know how I should do a slowmotion.
Should I try to play the finished animation slowly when I re-import it or should I re-animate all the simulations? What are the pro/con's of these methods?
Thank you for your help
I have a vellum animation, simply put, I made a grid with bunch of lines as hairs and I am moving the grid around.
I cached the animation and re-imported this geometry.
I want to do a slowmotion of this animation, however I do not know how I should do a slowmotion.
Should I try to play the finished animation slowly when I re-import it or should I re-animate all the simulations? What are the pro/con's of these methods?
Thank you for your help
Houdini Indie and Apprentice » Curve Boolean like Rhino
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- omerpekin
- 11 posts
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Hello zengchen,
thank you. yes, it worked amazing.
Will look into the other examples in your Vimeo account as well. thank you.
thank you. yes, it worked amazing.
Will look into the other examples in your Vimeo account as well. thank you.
Houdini Indie and Apprentice » Curve Boolean like Rhino
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- omerpekin
- 11 posts
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I am trying to find the most outer edge of a self-intersecting curve. And any help would be appreciated.
I have a bunch of scattered points, I have an add sop to make a curve from all the points. I made a group from the first and the last points of the curve and made another curve between them and fused them.
Now, I am trying to find the outer border in order to make a proper polygon and extrude it.
You can see the border I am trying to find drawn in red.
I have a bunch of scattered points, I have an add sop to make a curve from all the points. I made a group from the first and the last points of the curve and made another curve between them and fused them.
Now, I am trying to find the outer border in order to make a proper polygon and extrude it.
You can see the border I am trying to find drawn in red.
Edited by omerpekin - June 28, 2020 08:26:14
Houdini Indie and Apprentice » UI Question: Parameter Editor in Network View
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- omerpekin
- 11 posts
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Houdini Indie and Apprentice » UI Question: Parameter Editor in Network View
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- omerpekin
- 11 posts
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Hi,
how can I display the parameter editor in the network view as a roll-up menu?
I don't prefer a split window but in some tutorials, you can see the parameters tab as a menu inside the network view (node editor)
Not like this:
https://www.sidefx.com/docs/houdini/images/ui/main_window.svg [www.sidefx.com]
But like this:
https://i.ytimg.com/vi/H-2GOIDQgnA/hqdefault.jpg [i.ytimg.com]
Or like the attached image…
Thank you for your help.
how can I display the parameter editor in the network view as a roll-up menu?
I don't prefer a split window but in some tutorials, you can see the parameters tab as a menu inside the network view (node editor)
Not like this:
https://www.sidefx.com/docs/houdini/images/ui/main_window.svg [www.sidefx.com]
But like this:
https://i.ytimg.com/vi/H-2GOIDQgnA/hqdefault.jpg [i.ytimg.com]
Or like the attached image…
Thank you for your help.
Houdini Indie and Apprentice » How can I map the Seed value of an SOP to an other as an Attribute?
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- omerpekin
- 11 posts
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sorry, forgot one screenshot:
if you look at my geometry spreadsheet, you can see that I have the copypt and mySeed accordingly. They seem to work fine in numbers. I don't know how to copy those to that seed input.
if you look at my geometry spreadsheet, you can see that I have the copypt and mySeed accordingly. They seem to work fine in numbers. I don't know how to copy those to that seed input.
Houdini Indie and Apprentice » How can I map the Seed value of an SOP to an other as an Attribute?
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- omerpekin
- 11 posts
- Offline
Hi!
Thank you very much for your help. Though I have been trying for a while now and I understand what you mean with the Attribute Wrangle. Both Attribute Wrangle solution and the Attribute randomize solution only ends up in randomly rotating the finished geometry, does not change the seed.
I thought I would need the foreach so I did everything with that. It is way more logical now. But still, the Global Seed input of the Scatter SOP does not get a specific value for each of the copied geometries.
I read something about stamp copy. Do you think stamping would help more?
Thakns a lot.
Thank you very much for your help. Though I have been trying for a while now and I understand what you mean with the Attribute Wrangle. Both Attribute Wrangle solution and the Attribute randomize solution only ends up in randomly rotating the finished geometry, does not change the seed.
I thought I would need the foreach so I did everything with that. It is way more logical now. But still, the Global Seed input of the Scatter SOP does not get a specific value for each of the copied geometries.
I read something about stamp copy. Do you think stamping would help more?
Thakns a lot.
Houdini Indie and Apprentice » How can I map the Seed value of an SOP to an other as an Attribute?
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- omerpekin
- 11 posts
- Offline
Hi,
I am quite new in Houdini, so I hope I am asking something simple…
I did a custom geometry; basically scattered 3 points in a bounding box and copied balls on these points.
Then I scaled these balls with an Attribute Randomize SOP.
Now, when I change the seed value of the first Scatter SOP, my geometry changes.
Until this point, it works as I imagined.
Now, I also have a surface(grid) that I am scattering these geometries onto.
I imagine that all the copied geometries would be different if they would have a unique seed number.
So basically, I know I need to give the points that are scattered on a grid an attribute called ‘seed’ and the original Scatter SOP (the one I am creating my geometries with) would look for those numbers and take that as a seed value. But I really don't have a clue how I can do such a thing.
Can you help me?
I am quite new in Houdini, so I hope I am asking something simple…
I did a custom geometry; basically scattered 3 points in a bounding box and copied balls on these points.
Then I scaled these balls with an Attribute Randomize SOP.
Now, when I change the seed value of the first Scatter SOP, my geometry changes.
Until this point, it works as I imagined.
Now, I also have a surface(grid) that I am scattering these geometries onto.
I imagine that all the copied geometries would be different if they would have a unique seed number.
So basically, I know I need to give the points that are scattered on a grid an attribute called ‘seed’ and the original Scatter SOP (the one I am creating my geometries with) would look for those numbers and take that as a seed value. But I really don't have a clue how I can do such a thing.
Can you help me?
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