I tried the same task again in a new scene and I got better results. It seems I don't really need to make groups at all. The primitives index can be used to filter .eps or vector logo parts via the built-in group filter field in the Edit node.
I created a dual chain with two edits each one followed up by an extrude with a different depth. These flowed back into merge.
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Houdini Indie and Apprentice » Best Way To Filter Geometry Parts?
- Enivob
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Houdini Indie and Apprentice » Using The Hole Node?
- Enivob
- 2539 posts
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Hi All,
I am trying to make a couple of holes in my cube mesh but the Hole node does not seem to work.
I am attaching an image of my setup. What am I doing wrong?
NOTE: I have tried adjusting the distance and angle parameters but they seem to have no effect.
I am trying to make a couple of holes in my cube mesh but the Hole node does not seem to work.
I am attaching an image of my setup. What am I doing wrong?
NOTE: I have tried adjusting the distance and angle parameters but they seem to have no effect.
Houdini Indie and Apprentice » Best Way To Filter Geometry Parts?
- Enivob
- 2539 posts
- Offline
Hi All,
I have imported an EPS file in the shape of the Coca Cola logo. I want to extrude the logo but I want the registration mark extrusion to be much less than the main logo part.
So I assumed I needed Groups and proceeded down that path. I select the logo parts and use the Groups button in the interface to convert my selection to a group node. I repeat the process with the Circle R mark only selected to create a separate group just for that portion of the logo.
Initially all looks well however the two groups are flowing into one another and that will not do. The concept is to have each group flow into it's own extrude node and then out to a merge to present the final geometry for the object.
So I shake one of the group nodes to break all connections and drop it back down. Now begins the part that I call “fighting with auto connections”. I right click on the bottom arrow of the eps source node to connect it back to my free group node and it will connect, but then auto routes itself back to the other groups node input. So the fight continues for a while and the final out keeps jumping around and even looping back at certain times. All these auto and then broken connections must mess up Houdini because it just crashes.
Am I going crazy here?
What is the best way to filter parts of geometry?
Are Groups still valid?
Is there another way?
Does everyone scream at these auto connection features? (Or is it just me)
Thanks
I have imported an EPS file in the shape of the Coca Cola logo. I want to extrude the logo but I want the registration mark extrusion to be much less than the main logo part.
So I assumed I needed Groups and proceeded down that path. I select the logo parts and use the Groups button in the interface to convert my selection to a group node. I repeat the process with the Circle R mark only selected to create a separate group just for that portion of the logo.
Initially all looks well however the two groups are flowing into one another and that will not do. The concept is to have each group flow into it's own extrude node and then out to a merge to present the final geometry for the object.
So I shake one of the group nodes to break all connections and drop it back down. Now begins the part that I call “fighting with auto connections”. I right click on the bottom arrow of the eps source node to connect it back to my free group node and it will connect, but then auto routes itself back to the other groups node input. So the fight continues for a while and the final out keeps jumping around and even looping back at certain times. All these auto and then broken connections must mess up Houdini because it just crashes.
Am I going crazy here?
What is the best way to filter parts of geometry?
Are Groups still valid?
Is there another way?
Does everyone scream at these auto connection features? (Or is it just me)
Thanks
Houdini Indie and Apprentice » Displace Geometry By Image?
- Enivob
- 2539 posts
- Offline
Hi All,
Is there any way to displace the geometry/mesh of an object by an image? I have some displacement maps that I have used in other 3D packages and I want to try them out in Houdini.
I have an image that shows my attempt using a Material to displace the surface on render but as you can see the mesh splits because it is a render time based solution.
I have a box that is flowing into a subdivide node. Now I want to take the result of that subdivide and connect it to the displace-by-map node. But being a new user I do not know what the name of that node would be called.
Can image map geometry displacement be done in Houdini?
Is there any way to displace the geometry/mesh of an object by an image? I have some displacement maps that I have used in other 3D packages and I want to try them out in Houdini.
I have an image that shows my attempt using a Material to displace the surface on render but as you can see the mesh splits because it is a render time based solution.
I have a box that is flowing into a subdivide node. Now I want to take the result of that subdivide and connect it to the displace-by-map node. But being a new user I do not know what the name of that node would be called.
Can image map geometry displacement be done in Houdini?
Houdini Indie and Apprentice » Make Render Stop Sooner?
- Enivob
- 2539 posts
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Thanks, raising the Noise Level does give a small increase in render speed but I wonder if there is not some kind of passes value that is set higher than 1? I feel like the render screen just keeps making revision after revision.
I'm just looking for the fastest way to update the screen.
I'm just looking for the fastest way to update the screen.
Houdini Indie and Apprentice » Make Render Stop Sooner?
- Enivob
- 2539 posts
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I have a cube and a plane. I also have a Light Template with a light shader to produce AO in the scene. I added a single point light to achieve directional shadows.
So I render this at the default size and the scene clears up fairly quickly but then the render process still lingers on and on as if it is refining the image.
Is there any way to make the render stop quicker? Or some refinement threshold I can set to ‘draft’?
So I render this at the default size and the scene clears up fairly quickly but then the render process still lingers on and on as if it is refining the image.
Is there any way to make the render stop quicker? Or some refinement threshold I can set to ‘draft’?
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