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Technical Discussion » How could I select edges between selected points in VEX?
- Masoud
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Technical Discussion » How could I select edges between selected points in VEX?
- Masoud
- 407 posts
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Technical Discussion » Move a curve's points parametrically, how?
- Masoud
- 407 posts
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Olaf Finkbeiner
https://www.sidefx.com/forum/topic/58427/?page=1#post-261910 [www.sidefx.com]
Thomas Bishop made a bezier handle tool for H17
Thanks.
Technical Discussion » How could I set order of Edge-Loop pairs in a Poly-bridge..?
- Masoud
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Hello;
Poly-Bridge SOP connects edge-loops automatically, but I want to pair them manually. Is it possible?
Thanks for helping.
Poly-Bridge SOP connects edge-loops automatically, but I want to pair them manually. Is it possible?
Thanks for helping.
Edited by Masoud - Oct. 17, 2018 03:43:59
Technical Discussion » Move a curve's points parametrically, how?
- Masoud
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mestela
or fake it:
https://www.sidefx.com/forum/topic/40929/#post-185858 [www.sidefx.com]
Thank you Mestela; very helpful.
Houdini Lounge » Houini bezier curves, are not bezier??
- Masoud
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mestela
Or just make your own. Put this in a attrib wrangle in detail mode:
// first handle
int line = addprim(0, ‘polyline’);
addvertex(0,line, 0);
addvertex(0,line, 1);
// last handle
line = addprim(0, ‘polyline’);
addvertex(0,line, @numpt);
addvertex(0,line, @numpt-1);
// the rest
for (int i=2; i<@numpt; i+=3) {
line = addprim(0, ‘polyline’);
addvertex(0,line, i);
addvertex(0,line, i+1);
addvertex(0,line, i+2);
}
Thanks Mestela; your codes are awesome.
Technical Discussion » Move a curve's points parametrically, how?
- Masoud
- 407 posts
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BabaJ
Yes they do, just not depicted the same way.
In Houdini a line just isn't drawn from the CV to it's control point; but the CV is the Bezier Handle.
Also in Houdini there isn't a visual distinction made for you to see the difference. But you can see it as you move them around.
Just set the curve to Bezier and CV and move the points around - you will see.
Ok, thanks you BabaJ.
Edited by Masoud - Oct. 13, 2018 02:44:20
Technical Discussion » How could I select edges between selected points in VEX?
- Masoud
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Hi;
In VEX, I want to select boundary edges loop, based on a points group.
Here is my point wrangle codes:
The problem is, it selects only some edges like image bellow.
Any ideas would be appreciated.
Thanks
In VEX, I want to select boundary edges loop, based on a points group.
Here is my point wrangle codes:
int Array[]; if(inpointgroup(0,"PointsGroup",@ptnum)==1) { append(Array,@ptnum); foreach(int ix; Array) { int ShEdges = pointhedge(0,ix); if (hedge_isprimary(0,ShEdges)==1) { setedgegroup(0,"SelEdgesGroup",hedge_srcpoint(0,ShEdges), hedge_dstpoint(0,ShEdges),1); } } }
The problem is, it selects only some edges like image bellow.
Any ideas would be appreciated.
Thanks
Edited by Masoud - Oct. 18, 2018 05:00:26
Technical Discussion » Move a curve's points parametrically, how?
- Masoud
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BabaJThe bad thing is there is no Bezier-Handle in Houdini curves
Yes they do, it's the CV point handles in your viewport.
No they don't. It is Control-Vertex(CV) without handles.
Here is what I mean:
Technical Discussion » Move a curve's points parametrically, how?
- Masoud
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Thanks Guys;
Wow, It seems that Houdini doesn't support such a simple modification..!
The bad thing is there is no Bezier-Handle in Houdini curves
Wow, It seems that Houdini doesn't support such a simple modification..!
The bad thing is there is no Bezier-Handle in Houdini curves
Technical Discussion » Move a curve's points parametrically, how?
- Masoud
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Hello Goldfarb;
As I know, “Transform SOP” moves the curve entirely. I add a “Edit Sop” to modify point by point, but the problem is that “Edit SOP” moves points in local space..!
As I know, “Transform SOP” moves the curve entirely. I add a “Edit Sop” to modify point by point, but the problem is that “Edit SOP” moves points in local space..!
Edited by Masoud - Oct. 10, 2018 05:52:19
Technical Discussion » Move a curve's points parametrically, how?
- Masoud
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Hi BabaJ;
Thank you for reply.
I want simply select some points (or control handles)on a curve and transform them to a specified position, same as what I can do in other 3d software like Maya,3dsmax ,C4D…
Is there a easier way than using Python or expression…?
Thank you for reply.
I want simply select some points (or control handles)on a curve and transform them to a specified position, same as what I can do in other 3d software like Maya,3dsmax ,C4D…
Is there a easier way than using Python or expression…?
Technical Discussion » Move a curve's points parametrically, how?
- Masoud
- 407 posts
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Hi;
How could I transform a curve's point to a specified position(for example y=10.3), parametrically?
Thanks.
How could I transform a curve's point to a specified position(for example y=10.3), parametrically?
Thanks.
Edited by Masoud - Oct. 8, 2018 07:13:58
Technical Discussion » I want particles move exactly on a path...
- Masoud
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Thank you BabaJ;
I add a point wrangle, and I put a minpos() function to force points to stick to curve.
I add a point wrangle, and I put a minpos() function to force points to stick to curve.
Technical Discussion » Tearing RBD, how?
- Masoud
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Hello;
Please look at image I attached here.
I would like to tear a geometry ( cutting to two pieces, during 30 frames) and use it as rigid body, So at beginning of simulation it is one RBD, but after 30 frames it will be two RBDs.
I set it to deforming RBD, but Houdini always simulates it as one piece RBD.
Can I cut a RBD to two pieces this way?
Thanks.
Please look at image I attached here.
I would like to tear a geometry ( cutting to two pieces, during 30 frames) and use it as rigid body, So at beginning of simulation it is one RBD, but after 30 frames it will be two RBDs.
I set it to deforming RBD, but Houdini always simulates it as one piece RBD.
Can I cut a RBD to two pieces this way?
Thanks.
Edited by Masoud - Oct. 3, 2018 12:01:09
Technical Discussion » I want particles move exactly on a path...
- Masoud
- 407 posts
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Hello;
Particles can follow a path by using “POP Curve Force”…
How could I force particles to move(follow) exactly on a path without any falloff, like image bellow?
Thanks.
Particles can follow a path by using “POP Curve Force”…
How could I force particles to move(follow) exactly on a path without any falloff, like image bellow?
Thanks.
Edited by Masoud - Sept. 19, 2018 12:46:44
Technical Discussion » VEX: Point wrangle question...
- Masoud
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Technical Discussion » VEX: Point wrangle question...
- Masoud
- 407 posts
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Thank you tamte;
According to your tips: to limit the iteration to number of points that I need, I changed my codes to :
And problem solved. But what is difference between nearpoint() and nearpoints() functions?
According to your tips: to limit the iteration to number of points that I need, I changed my codes to :
vector BasePoint = point(1,"P", @ptnum); int NearPts[] = nearpoints(0, BasePoint, chf("MaxDist")); foreach(int inx ; NearPts) { if(@ptnum<npoints(1))removepoint(0, inx); }
And problem solved. But what is difference between nearpoint() and nearpoints() functions?
Edited by Masoud - Sept. 17, 2018 04:24:18
Technical Discussion » VEX: Point wrangle question...
- Masoud
- 407 posts
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Hello;
I scattered 2 points on a grid, and I would like to delete some points on it, which are near to scattered point's position.
The problem is , when I try to remove them, it deletes points near to {0,0,0} position, too !
I can't figure out what the problem is…!
Here I attached a snapshot from my scene:
I scattered 2 points on a grid, and I would like to delete some points on it, which are near to scattered point's position.
The problem is , when I try to remove them, it deletes points near to {0,0,0} position, too !
I can't figure out what the problem is…!
Here I attached a snapshot from my scene:
Edited by Masoud - Sept. 16, 2018 11:52:49
Technical Discussion » In FEM, how could I get rid of edginess shapes...?
- Masoud
- 407 posts
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Hi Michiel;
The main problem is: After FEM simulation, embedded high-res geometry will be a shell and isn't solid. So when I use Tetetrahedralize SOP to fill it, the problem arises again (I mean edginess surface)…
The main problem is: After FEM simulation, embedded high-res geometry will be a shell and isn't solid. So when I use Tetetrahedralize SOP to fill it, the problem arises again (I mean edginess surface)…
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