Found 5 posts.
Search results Show results as topic list.
Technical Discussion » How to export position and rotation of objects
- svevlad
- 5 posts
- Offline
Can anyone tell me how can I export meshes that I placed around using copy to points and then using attribute randomize added random rotation BUT they need to still have the values from the points on those meshes , not be nullified in space(like someone did the freeze transform)?
Houdini Indie and Apprentice » How to select only beveled edges
- svevlad
- 5 posts
- Offline
Is there a way to select only beveled edges or faces made from bevel somehow? I tried using the two groups from poly bevel Point Fillet Group and Edge Fillet Group but in order to group them so I can have both the corners and other edges I need to somehow convert one of those groups from edge group to primitive group and end up having grouped faces that shared those same edges.
Technical Discussion » Combine Polybevel Groups
- svevlad
- 5 posts
- Offline
Hello I was wandering if it is possible to combine the default pointfilletedges and edgefilletpolys groups into one? even though those are both the primitive groups acording to the help file it looks like it does not combine them properly. I wanted to group all the bevels made with polybevel into one group and color them in red but all I got was just a whole mesh painted in red! And if I set the group type to primitives I get an error that the pointfilletedges is not a valid group so I put my group type to edges(even though the guess from group works the same)
Edited by svevlad - Feb. 28, 2023 16:03:06
Houdini Indie and Apprentice » Mask particles inside volume or limit the noise mask range
- svevlad
- 5 posts
- Offline
Hello!
I made a particle volume out of some mesh and using attribute transfer and attribvop made a noise mask who will mask the gravity influence on those particles. Everything works ok BUT is there some kind of a way to somehow limit my noise mask not to go all the way through my volume but just be isolated on particles that are closer to the surface so I can avoid the whole wolume collapsing down towards the gravity where mask is? In other words, is there a way to limit my mask how deep it can penetrate my volume? Can it be done inside vop?
I made a particle volume out of some mesh and using attribute transfer and attribvop made a noise mask who will mask the gravity influence on those particles. Everything works ok BUT is there some kind of a way to somehow limit my noise mask not to go all the way through my volume but just be isolated on particles that are closer to the surface so I can avoid the whole wolume collapsing down towards the gravity where mask is? In other words, is there a way to limit my mask how deep it can penetrate my volume? Can it be done inside vop?
Houdini Indie and Apprentice » Problem with polybevel
- svevlad
- 5 posts
- Offline
Hello all!
I got some model that was exported from Houdini and it was beveled procedurally with a polybevel SOP. It looks ok in Houdini but when I open it in Maya and try to smooth it it shows artifacts on those corners that are beveled. I tried Crease, round edges in Houdini polybevel options but I still get the same result. I notice it is because how it is making those support edges around corners and Maya does it differently)
Is there any way to fix this automatically in Houdini using some script or expression? Is there any way to procedurally fix this in Houdini?
I got some model that was exported from Houdini and it was beveled procedurally with a polybevel SOP. It looks ok in Houdini but when I open it in Maya and try to smooth it it shows artifacts on those corners that are beveled. I tried Crease, round edges in Houdini polybevel options but I still get the same result. I notice it is because how it is making those support edges around corners and Maya does it differently)
Image Not Found
Is there any way to fix this automatically in Houdini using some script or expression? Is there any way to procedurally fix this in Houdini?
-
- Quick Links