Very nice Joker, thank you!
I may not want the surface to be completely flat, so I could try adding some noise to the tetrahedron.
One thing that bothered me is the way that we had to do the cells expanding (by using an expanded version for rest geometry). Is there any way to get the dynamics engine to take account of an animated radius? It seems like this should be possible.
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Houdini Indie and Apprentice » I have no idea how to do this...
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- Anti-Distinctlyminty
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Houdini Indie and Apprentice » I have no idea how to do this...
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- Anti-Distinctlyminty
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Well, I sort of managed to do something…
I defined a group by using the geometry that was used to create the points (the tetrahedron in this case), and made those points fixed. However, because this resulted in a different amount of points being constrained on different cells, the results were a bit crap.
I defined a group by using the geometry that was used to create the points (the tetrahedron in this case), and made those points fixed. However, because this resulted in a different amount of points being constrained on different cells, the results were a bit crap.
Houdini Indie and Apprentice » I have no idea how to do this...
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- Anti-Distinctlyminty
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Thanks 
So, what I want is to be able to import or make any geometry and cover it in these cells.
I've attached my current attempt, where the surface I'm trying to cover in cells is a platonic tetrahedron. So I'll need to be able to attach all the cells to roughly their start positions.

So, what I want is to be able to import or make any geometry and cover it in these cells.
I've attached my current attempt, where the surface I'm trying to cover in cells is a platonic tetrahedron. So I'll need to be able to attach all the cells to roughly their start positions.
Houdini Indie and Apprentice » I have no idea how to do this...
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- Anti-Distinctlyminty
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Let me know how you get on guys.
In the mean time, I'm going to try and figure out how to get the cells to stay fixed to an arbitrary surface. If you have any suggestions, please let me know
In the mean time, I'm going to try and figure out how to get the cells to stay fixed to an arbitrary surface. If you have any suggestions, please let me know

Houdini Indie and Apprentice » I have no idea how to do this...
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- Anti-Distinctlyminty
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Ah yes, thank you! 
Now I'm trying to get the spheres to grow slowly. At the moment they are at full size after a single frame

Now I'm trying to get the spheres to grow slowly. At the moment they are at full size after a single frame

Houdini Indie and Apprentice » I have no idea how to do this...
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- Anti-Distinctlyminty
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OK, I've tried to duplicate this, but I've immediately run into trouble.
I've used the peak node to create a target size for the sphere, I go to solid>Organic tissue, but as soon as I set the rest geometry the FEM solver gives me one of two errors:
I've used the peak node to create a target size for the sphere, I go to solid>Organic tissue, but as soon as I set the rest geometry the FEM solver gives me one of two errors:
- Object “sphereobject1”: integer point attribute “initialpid” is missing.
- It complains about the number of vertices in the object being different from the number of simulated vertices.
I have no idea what caused either of these messages or what to do about them. This is very frustrating.
Houdini Indie and Apprentice » I have no idea how to do this...
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- Anti-Distinctlyminty
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I feel really stupid asking this, but how is the sphere growing in size? I can't find anything animated that would affect it's size

Houdini Indie and Apprentice » I have no idea how to do this...
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- Anti-Distinctlyminty
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Hmm, I've just set the point SOP to ‘no normals’ and ‘no velocity’, reloaded the file and it all still works

Houdini Indie and Apprentice » I have no idea how to do this...
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- Anti-Distinctlyminty
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That'd be great johnnycore - thanks 
The part I'm confused about is the foreach. Why is this necessary? Why doesn't the FEM solver just respect the sphere size?
(I know what a foreach does, I just don't know why the xform and point SOPs are doing)

The part I'm confused about is the foreach. Why is this necessary? Why doesn't the FEM solver just respect the sphere size?
(I know what a foreach does, I just don't know why the xform and point SOPs are doing)
Houdini Indie and Apprentice » I have no idea how to do this...
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- Anti-Distinctlyminty
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That's definitely part of the effect that I'm after. The unfortunate part is that I don't understand it 
I'm looking through the file now…

I'm looking through the file now…
Houdini Indie and Apprentice » I have no idea how to do this...
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- Anti-Distinctlyminty
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Hi all,
I'm trying to create an effect of biological cells multiplying on an arbitrary surface, all squishing together nicely and interacting with each other. Currently, I've gotten nowhere with any part of this. My first thought was to
I'm trying to create an effect of biological cells multiplying on an arbitrary surface, all squishing together nicely and interacting with each other. Currently, I've gotten nowhere with any part of this. My first thought was to
- create a surface to try and cover with cells
- scatter points on the surface
- copy a sphere (the basic cell) to those points - at this stage the cell is small in scale
- spring constrain each copied cell to it's starting location
- make the cells FEM organic tissue
- grow the size of the cell until they start to squash together nicely
Basically, none of this works, or I don't know how to do it. My first problems are - The radius of the simulated FEM cells does not grow, even though the original cell is keyframed. I've tried setting the default operation of the FEM solver to Set Always, but this did nothing.
- The spd spring constraint does nothing
- lots more…but I'll save those for later
Any ideas? I'm stumped.
Houdini Indie and Apprentice » And for my next problem...anisotropic reflections
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- Anti-Distinctlyminty
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Well, I think the anisotropic reflections are correct…so the last thing to sort out is the line artefact. I've attached images showing the UV map value, and the anisotropic reflection render that results when that UV value is used to drive the anisotropy.
I can't believe that Houdini cannot do this…but I'm stumped
I can't believe that Houdini cannot do this…but I'm stumped

Houdini Indie and Apprentice » And for my next problem...anisotropic reflections
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- Anti-Distinctlyminty
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Ok, I think I've solved part of this, but if my reasoning or workflow is wrong then someone please tell me 
I'd used a facet SOP to merge points in my anisotropic disc geometry, which resulted in bendy normals. To correct this, I used a vertex SOP to promote the normals to vertices, then followed that with a fuse. The render seems to use the vertex normals, which is good (I was confused for a while because the scene view only displayed point normals, even though there weren't any really, as they'd been promoted to vertices).
I still can't get rid of the line artefact. And looking at my render now, I'm still not sure that the anisotropy is working

I'd used a facet SOP to merge points in my anisotropic disc geometry, which resulted in bendy normals. To correct this, I used a vertex SOP to promote the normals to vertices, then followed that with a fuse. The render seems to use the vertex normals, which is good (I was confused for a while because the scene view only displayed point normals, even though there weren't any really, as they'd been promoted to vertices).
I still can't get rid of the line artefact. And looking at my render now, I'm still not sure that the anisotropy is working

Houdini Indie and Apprentice » And for my next problem...anisotropic reflections
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- Anti-Distinctlyminty
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Update: Check post #3 for a clearer explanation of the problem.
Hi all,
I'm currently having some issues with getting decent looking anisotropic reflections. I'm looking at getting reflections like that on a vinyl record.
Currently, I'm using surface model to get anisotropic reflections, but the results just look a little off to me.
I'm wondering what others would do to get good, clean, anisotropic reflections?
Hi all,
I'm currently having some issues with getting decent looking anisotropic reflections. I'm looking at getting reflections like that on a vinyl record.
Currently, I'm using surface model to get anisotropic reflections, but the results just look a little off to me.
I'm wondering what others would do to get good, clean, anisotropic reflections?
Edited by - Nov. 22, 2013 09:51:26
Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?
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- Anti-Distinctlyminty
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Hi Joker,
I finally got the darn thing to work, so thank you
Sorry if I'm being annoying - but this is the first thing I've done in Houdini.
I'm now going to start a new thread to discuss my new problem that I've run into
I finally got the darn thing to work, so thank you

I'm now going to start a new thread to discuss my new problem that I've run into

Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?
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- Anti-Distinctlyminty
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I'm sorry, I still can't get it to work 
Could you send a hip file? If I promote a parameter, it just generates an input that is still in the VEX network.
Also, why doesn't this work inside a VEX network? Even if I open the UV_2048.png image using the file chooser, I get the same error. It wont load any images at all.
mantra: Unable to load texture ‘$HIP/images/UV_2048.png’
It's the same if I manually type in the absolute path.
Edit: I managed to promote the cmap, but again I just get this
mantra: Unable to load texture ‘op
’
Another edit: I think I got the image to apply…but it's not doing what I expect. Watch this space…

Could you send a hip file? If I promote a parameter, it just generates an input that is still in the VEX network.
Also, why doesn't this work inside a VEX network? Even if I open the UV_2048.png image using the file chooser, I get the same error. It wont load any images at all.
mantra: Unable to load texture ‘$HIP/images/UV_2048.png’
It's the same if I manually type in the absolute path.
Edit: I managed to promote the cmap, but again I just get this
mantra: Unable to load texture ‘op

Another edit: I think I got the image to apply…but it's not doing what I expect. Watch this space…
Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?
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- Anti-Distinctlyminty
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Thanks for the reply Joker.
I'm used to using other packages where layering images is a task that is done so often, that there are tools to do this natively. I see that in Houdini, you can do almost anything, but it seems to take a lot more work than I'm used to
Anyway, following on from your example, I tried to use a COP network to procedurally create the mask (as it depends on some variables).
However, the renderer just refuses to load the result of the COP network, just saying
mantra: Unable to load texture ‘op
’
I've tried many variations of the op syntax, but nothing works.
I'm used to using other packages where layering images is a task that is done so often, that there are tools to do this natively. I see that in Houdini, you can do almost anything, but it seems to take a lot more work than I'm used to

Anyway, following on from your example, I tried to use a COP network to procedurally create the mask (as it depends on some variables).
However, the renderer just refuses to load the result of the COP network, just saying
mantra: Unable to load texture ‘op

I've tried many variations of the op syntax, but nothing works.
Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?
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- Anti-Distinctlyminty
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What I'm currently thinking is that I should layer two materials, so that the rest of the image that I don't want to show is obscured.
However, I cannot find a way to layer materials. All the examples refer to a layered material that doesn't seem to be available any more, or is deprecated. If so, how do I layer materials in H12?
However, I cannot find a way to layer materials. All the examples refer to a layered material that doesn't seem to be available any more, or is deprecated. If so, how do I layer materials in H12?
Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?
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- Anti-Distinctlyminty
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Hi Joker,
I've uploaded the image.
What you have done is similar to what I'm after, but I wanted the image on the front face of each box (totem), pointing outwards. But I only want to show a single square from the image, placed at the top. Unfortunately, the image will cover the entire front face, which is not what I'm after. Reload the v003 file with the image attached for the material and you should see what I mean.
Also, I just want to say thank you for your help. If it weren't for people like you I'd be totally stuck.
I've uploaded the image.
What you have done is similar to what I'm after, but I wanted the image on the front face of each box (totem), pointing outwards. But I only want to show a single square from the image, placed at the top. Unfortunately, the image will cover the entire front face, which is not what I'm after. Reload the v003 file with the image attached for the material and you should see what I mean.
Also, I just want to say thank you for your help. If it weren't for people like you I'd be totally stuck.
Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?
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- Anti-Distinctlyminty
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That was what I initially tried, but I just couldn't seem to get the result I wanted.
I've attached another version of the scene showing my problem with this method, but maybe you can find a way around it?
The problem is, I only want one of the tiles to show at the top of each totem, not the whole front face as is currently shown. Is there a way to crop the projection so it only effects one part of a face?
I've attached another version of the scene showing my problem with this method, but maybe you can find a way around it?
The problem is, I only want one of the tiles to show at the top of each totem, not the whole front face as is currently shown. Is there a way to crop the projection so it only effects one part of a face?
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