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Technical Discussion » Poly strips to curve/spline
- swarmagent
- 17 posts
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Sorry Thomas, I assumed my location was visible. It's Baltimore. Thank you again for your help. I'm experimenting with the annoying edge cases now.
Technical Discussion » Poly strips to curve/spline
- swarmagent
- 17 posts
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Thank you very much Thomas, you're godsend! I'm learning so much! If you're ever in town, drinks on me!
Technical Discussion » Poly strips to curve/spline
- swarmagent
- 17 posts
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Thank you tamte and mrCatfish.
I've tried your methods and it sparked a few new ideas, but I'm still stuck and dumb.
Also for some reason my for loop really messed up the normals (seen on my initial image). Resetting the cheche fixed it. Here is clean and insolated example of my work in progress. Also pardon all of my typos (freezing fingers) :P
I've tried your methods and it sparked a few new ideas, but I'm still stuck and dumb.
Also for some reason my for loop really messed up the normals (seen on my initial image). Resetting the cheche fixed it. Here is clean and insolated example of my work in progress. Also pardon all of my typos (freezing fingers) :P
Edited by swarmagent - Feb. 14, 2022 14:39:03
Technical Discussion » Poly strips to curve/spline
- swarmagent
- 17 posts
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Thank you animatrix_!
Your suggestion and the video was educational. I should expand on my google search keywords.
I've spend several days trying solving my problem and I'm not really sure how to proceed.
In the image you can see one of the worst case scenarios. The hair strand is f'd up to the max! It's triangulated, points are out of order, no uv, and the normals are out of whack. How in the world am I supposed to create a new strand/curve from that?
The goal is to either reconstruct the card to quads, set proper point order, and uv's map it to 0-1. Ideally I'd like to make a curve our of the mesh for good measure and future control.
I really want to just delete those strands, and just be done, but my OCD and hunger for a challenge says otherwise. That hair strand is just one of the instance, it's part of a game dev file I cannot share, but I can isolate it and share it if anyone need's the hip file.
I thank anyone who is up for the challenge and willing to help he out.
Your suggestion and the video was educational. I should expand on my google search keywords.
I've spend several days trying solving my problem and I'm not really sure how to proceed.
In the image you can see one of the worst case scenarios. The hair strand is f'd up to the max! It's triangulated, points are out of order, no uv, and the normals are out of whack. How in the world am I supposed to create a new strand/curve from that?
The goal is to either reconstruct the card to quads, set proper point order, and uv's map it to 0-1. Ideally I'd like to make a curve our of the mesh for good measure and future control.
I really want to just delete those strands, and just be done, but my OCD and hunger for a challenge says otherwise. That hair strand is just one of the instance, it's part of a game dev file I cannot share, but I can isolate it and share it if anyone need's the hip file.
I thank anyone who is up for the challenge and willing to help he out.
Edited by swarmagent - Feb. 13, 2022 14:07:27
Technical Discussion » Poly strips to curve/spline
- swarmagent
- 17 posts
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Hi all!
What is the best way to to turn a strip to a curve/spline? I've tried numerous methods, some worked but failed when the strip has mid points. I just want to turn a polygonal strips into a spline to generate hair new strands.
What is the best way to to turn a strip to a curve/spline? I've tried numerous methods, some worked but failed when the strip has mid points. I just want to turn a polygonal strips into a spline to generate hair new strands.
Technical Discussion » Conform to incoming mesh.
- swarmagent
- 17 posts
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Technical Discussion » Conform to incoming mesh.
- swarmagent
- 17 posts
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Sorry I'm still learning Houdini and Vex, but, can someone please help me offset points based on incoming geometry.
Currently I have I am using the "Mask from geometry" to determine the intersecting geo mask, and using a fixed value to push the points in or out. While it works, it's not ideal.
I would like the plane points to conform to the incoming geometry.
I've already searched various sources online and tried using VBDs, among other solutions.
I've also messed with "Nearpoint(s)", but that messed up the geo. I guess I'm just dumb.
Thank you for any and all support.
Currently I have I am using the "Mask from geometry" to determine the intersecting geo mask, and using a fixed value to push the points in or out. While it works, it's not ideal.
I would like the plane points to conform to the incoming geometry.
I've already searched various sources online and tried using VBDs, among other solutions.
I've also messed with "Nearpoint(s)", but that messed up the geo. I guess I'm just dumb.
Thank you for any and all support.
Houdini Learning Materials » Layout and fit uvs to a texture mask.
- swarmagent
- 17 posts
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Hello,
A long time ago, I believe I watch a masterclass or webinar where the presenter briefly demonstrated to layouty uvs based on a texture mask.
The mask was black and whit and had a couple of shapes, and with some sops magic, Houdini was able to layout the uvs and fit them withing the texture mask. I don't remember how it was done nor can I find the video and it's driving me crazy.
Does anyone know what I'm talking about or know of the method. If so, a share will be most appreciated. Thank you.
A long time ago, I believe I watch a masterclass or webinar where the presenter briefly demonstrated to layouty uvs based on a texture mask.
The mask was black and whit and had a couple of shapes, and with some sops magic, Houdini was able to layout the uvs and fit them withing the texture mask. I don't remember how it was done nor can I find the video and it's driving me crazy.
Does anyone know what I'm talking about or know of the method. If so, a share will be most appreciated. Thank you.
Technical Discussion » VDB Exterior Surface Only
- swarmagent
- 17 posts
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Hello Houdini community,
Does anyone know how I can VDB only the exterior mesh surfaces. For example a high-re spaceship with modeled interiors and an open cargo door.
I would like to voxelize the exterior surface only to generate a lower poly mesh without the interior geometry. I have placed a proxy cube to make the mesh water tight. While large voxel size seem to work, finer voxels still pick up the the interior props.
I have tried several solutions, techniques, an VEX post processes, but none of them seem to work the way I expect.
I an unable to share the original file since it's too large as an attachment, it has 9M triangles, sorry.
I am still new to Houdini and I may just be missing a node or parameter and I appreciate any tips or guidance. Thank you and take good care.
Zel
Does anyone know how I can VDB only the exterior mesh surfaces. For example a high-re spaceship with modeled interiors and an open cargo door.
I would like to voxelize the exterior surface only to generate a lower poly mesh without the interior geometry. I have placed a proxy cube to make the mesh water tight. While large voxel size seem to work, finer voxels still pick up the the interior props.
I have tried several solutions, techniques, an VEX post processes, but none of them seem to work the way I expect.
I an unable to share the original file since it's too large as an attachment, it has 9M triangles, sorry.
I am still new to Houdini and I may just be missing a node or parameter and I appreciate any tips or guidance. Thank you and take good care.
Zel
Technical Discussion » UVs crossing over UDIM Tiles.
- swarmagent
- 17 posts
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I'm experimenting with UDIM UV Tiles, but I noticed that the UVs would cross over the tiles (see image). Is this a normal behavior or am I missing a setting? If so, how do I pack the UVs on each tile without the overlap. Id like all the UVs to be contained within the UVs bounds. I'm using Houdini 17.5.229.
Thank you in advance!
Thank you in advance!
Technical Discussion » Average points on primitives.
- swarmagent
- 17 posts
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Thank you for replying and pardon my bad explanation on my post. arjanM thank you very much for the example file, that was exactly what I was looking for!
I had a similar VEX code but I made the mistake of running two for-loops over Primitives.
I had a similar VEX code but I made the mistake of running two for-loops over Primitives.
Technical Discussion » Average points on primitives.
- swarmagent
- 17 posts
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I have six primitives (curves) with 10 points. I'd like to average the points of all the primitives, essentially trying to create an averaged curve of all the curves and I'm not sure if I'm approaching it right.
For example, I want to get each point index of each curve and average it. Say, point 0 of each primitive, average them, then move on to point 1 of the primitives, and average them, and so on.
Is there a better way to average all of the curves? I'm a Houdini noob and I'm struggling. can someone help? I'm sorry I can't provie the file since it's part of a bigger project.
Thank you.
For example, I want to get each point index of each curve and average it. Say, point 0 of each primitive, average them, then move on to point 1 of the primitives, and average them, and so on.
Is there a better way to average all of the curves? I'm a Houdini noob and I'm struggling. can someone help? I'm sorry I can't provie the file since it's part of a bigger project.
Thank you.
Technical Discussion » Reverse Point Order
- swarmagent
- 17 posts
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Hello,
I'm trying to skin a set of primitive lines that were generated proceduraly. However I've run into an issue where some of the primitives have their point order reversed and and I'm not sure why. I've tried several things I've found only but had no luck.
Pardon my low level Houdini skills, but can someone tell me how I'd check for the flipped primitives and correct their point order so that the skinning looks consistent.
Thank you in advance.
Zel
Also I've noticed this only happens after I add the SKIN SOP. I've attached an image that has the original lines that were generated after a for-loop. I don't know why index (4 and 5 flip). Is there another way to generate a strip from the lines?
I'm trying to skin a set of primitive lines that were generated proceduraly. However I've run into an issue where some of the primitives have their point order reversed and and I'm not sure why. I've tried several things I've found only but had no luck.
Pardon my low level Houdini skills, but can someone tell me how I'd check for the flipped primitives and correct their point order so that the skinning looks consistent.
Thank you in advance.
Zel
Also I've noticed this only happens after I add the SKIN SOP. I've attached an image that has the original lines that were generated after a for-loop. I don't know why index (4 and 5 flip). Is there another way to generate a strip from the lines?
Edited by swarmagent - May 13, 2019 21:19:02
Technical Discussion » Keep D_YMAX
- swarmagent
- 17 posts
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Hi everybody!
Pardon my lack of Houdini skills, but I'm trying to keep the max Y primitive of a bounding box.
I have a Bound SOP to visualize the bounding box of the primitives, but I'd like to blast/delete all of of the bounding box primitives except for the D_YMAX. The bounding box is set to “Oriented Bounding Box”. I just want the top surface of the bounding box. I think I'm doing something wrong with the blast/delete expression. Could someone help please? Please.
Thank you in advance!
Zel
Pardon my lack of Houdini skills, but I'm trying to keep the max Y primitive of a bounding box.
I have a Bound SOP to visualize the bounding box of the primitives, but I'd like to blast/delete all of of the bounding box primitives except for the D_YMAX. The bounding box is set to “Oriented Bounding Box”. I just want the top surface of the bounding box. I think I'm doing something wrong with the blast/delete expression. Could someone help please? Please.
Thank you in advance!
Zel
Technical Discussion » Converts polygon strips to lines to generate game ready hair.
- swarmagent
- 17 posts
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I'm working with Maya's Interactive Xgen Hair. I can export the mesh data but I'd like them to be curves. At the moment there is no way to export the interactive hair into curves only the style guides.
Is there a way to convert the polygons into lines/curves in Houdini? I've attached a version of the exported mesh. My knowledge of Houdini is very new, I'm sorry, but I'm doing my best. Can anyone please tell me what the best approach would be?
My goal is to cluster the curves and generate a geometry strip based on their silhouette using intersect analysis, then bake down the poly-wired strands to the geometry strips. A similar process to what Christian Gotzinger has but I can't seem to breakdown his process or reach him for advice https://vimeo.com/219374803 [vimeo.com] . Can anyone help please.
Thank so you so much in advance!
Is there a way to convert the polygons into lines/curves in Houdini? I've attached a version of the exported mesh. My knowledge of Houdini is very new, I'm sorry, but I'm doing my best. Can anyone please tell me what the best approach would be?
My goal is to cluster the curves and generate a geometry strip based on their silhouette using intersect analysis, then bake down the poly-wired strands to the geometry strips. A similar process to what Christian Gotzinger has but I can't seem to breakdown his process or reach him for advice https://vimeo.com/219374803 [vimeo.com] . Can anyone help please.
Thank so you so much in advance!
Edited by swarmagent - May 2, 2019 21:09:42
Technical Discussion » Transform points into a grid.
- swarmagent
- 17 posts
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Thank you BabaJ an cpb for the response, I really appreciate it.
I realized that I don't need to arrange the Primitives in a grid fashion. Honestly I just wanted to learn how to manipulate a set of clustered primitives, but I'm too dumb to understand Houdini's VEX. I've attached my files to show what I've been doing.
My goal is to go trough every cluster of primitives and generate strips that matches the the silhouette/volume of the curves.
UV the strips and bake out a texture. Basically, I'm trying to make a polygon strips from the curves and generate game friendly hair textures.
I know my goal this is of topic. Again, I appreciate your help. I just have a lot VEX learning to do.
I realized that I don't need to arrange the Primitives in a grid fashion. Honestly I just wanted to learn how to manipulate a set of clustered primitives, but I'm too dumb to understand Houdini's VEX. I've attached my files to show what I've been doing.
My goal is to go trough every cluster of primitives and generate strips that matches the the silhouette/volume of the curves.
UV the strips and bake out a texture. Basically, I'm trying to make a polygon strips from the curves and generate game friendly hair textures.
I know my goal this is of topic. Again, I appreciate your help. I just have a lot VEX learning to do.
Technical Discussion » Transform points into a grid.
- swarmagent
- 17 posts
- Offline
Hello everyone,
I'm a noob to Houdini and falling in love with it. For quite a while now I've been trying to transform a collection of points into a grid. I have tried various techniques with my limited knowledge and reached the point to give up. Can someone please help please.
I have tried for-loop and wrangle nodes, but always end up with a diagonal transformation. I really would like to do something like the code below but with existing points.
for (int n=0; n<10; n++)
{
for (int i=0; i<10; i++)
{
addpoint(0, set(n, i, 0); //If I substitute this with @P += set(n, i, 0), I get diagonal layout.
}
}
I'm sure there is a better a approach. I've even tried it with a copy node, but I can't get the individual element to copy on each point, it would just copy all the points onto the given grid points. I've been speed learning Houdini for two weeks and a bit embarrassed to ask for help for something that might be a trivial thing.
I appreciate any help. Thank you.
I'm a noob to Houdini and falling in love with it. For quite a while now I've been trying to transform a collection of points into a grid. I have tried various techniques with my limited knowledge and reached the point to give up. Can someone please help please.
I have tried for-loop and wrangle nodes, but always end up with a diagonal transformation. I really would like to do something like the code below but with existing points.
for (int n=0; n<10; n++)
{
for (int i=0; i<10; i++)
{
addpoint(0, set(n, i, 0); //If I substitute this with @P += set(n, i, 0), I get diagonal layout.
}
}
I'm sure there is a better a approach. I've even tried it with a copy node, but I can't get the individual element to copy on each point, it would just copy all the points onto the given grid points. I've been speed learning Houdini for two weeks and a bit embarrassed to ask for help for something that might be a trivial thing.
I appreciate any help. Thank you.
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