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Technical Discussion » Project from the direction of normals
- szmatefy
- 141 posts
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I tried the angle I just wanted to see, what's going on, but the angle doesn't align properly with the normals. The idea is that with N I define where I should project the texture onto the surface
Technical Discussion » Project from the direction of normals
- szmatefy
- 141 posts
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Technical Discussion » Project from the direction of normals
- szmatefy
- 141 posts
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I have a roof geo, which I'd like to populate with rooftiles.
I'd like to apply a perfectly aligned UV map onto the faces of the roof, so I could lay them out in 3D space properly to use the bricker division.
I try to use abused normals to define the projection direction (zeroing out Y axis of the normal, so I could maintain that the bottom edge of the geo is aligned with the U coordinate of the projection, but it doesn't work.
I somebody could take a look at it I'd appreciate it
Thanks!
I'd like to apply a perfectly aligned UV map onto the faces of the roof, so I could lay them out in 3D space properly to use the bricker division.
I try to use abused normals to define the projection direction (zeroing out Y axis of the normal, so I could maintain that the bottom edge of the geo is aligned with the U coordinate of the projection, but it doesn't work.
I somebody could take a look at it I'd appreciate it
Thanks!
Technical Discussion » Selecting invisible primitives from a point
- szmatefy
- 141 posts
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It's a good idea, but for me, it wouldn't really work well.
So the idea is that I have a path where my car would go in an environment. I need to remove the primitives/polygons which are not visible from the given path (occluded, there normal is pointing away from the path, etc.)
I resampled the path and placed a dense sphere to each point, then I used ray SOP to find the primitives that are not at all, and then removed them. But I had to have a super dense mesh, and still, it'd miss a lot of primitives...I was also thinking to spit tons of particles into the scene from the spline path and remove the polygons no particle hit
So the idea is that I have a path where my car would go in an environment. I need to remove the primitives/polygons which are not visible from the given path (occluded, there normal is pointing away from the path, etc.)
I resampled the path and placed a dense sphere to each point, then I used ray SOP to find the primitives that are not at all, and then removed them. But I had to have a super dense mesh, and still, it'd miss a lot of primitives...I was also thinking to spit tons of particles into the scene from the spline path and remove the polygons no particle hit
Technical Discussion » Selecting invisible primitives from a point
- szmatefy
- 141 posts
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Hi guys,
I need to optimize a huge scene. I thought it would be a good idea to define viewpoints find the primitives that are not visible from that point, and remove them. Unfortunately, I need a super dense mesh to really hit all the polygons.
I'm curious what would be your method?
I need to optimize a huge scene. I thought it would be a good idea to define viewpoints find the primitives that are not visible from that point, and remove them. Unfortunately, I need a super dense mesh to really hit all the polygons.
I'm curious what would be your method?
Solaris and Karma » Using PDG and LOPS for rendering
- szmatefy
- 141 posts
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Hi guys,
How can I render using PDG and Karma?
I have a character, I need to render 5 poses and each pose has a turntable of 100 frames. Obviously, I wanted to try wedge, but it fails...
How can I render using PDG and Karma?
I have a character, I need to render 5 poses and each pose has a turntable of 100 frames. Obviously, I wanted to try wedge, but it fails...
Technical Discussion » Multiple result of a loop
- szmatefy
- 141 posts
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It might be obvious, but I haven't found any information yet.
I have a loop, and I have a node that produces two outputs. I need both results at the end of the loop. Is there a way (other then merge, and then split after the end of the loop) to have both results at the end of the loop?
Thanks
I have a loop, and I have a node that produces two outputs. I need both results at the end of the loop. Is there a way (other then merge, and then split after the end of the loop) to have both results at the end of the loop?
Thanks
Technical Discussion » Convert orient to normal!
- szmatefy
- 141 posts
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Technical Discussion » Convert orient to normal!
- szmatefy
- 141 posts
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Hi,
I couldn't find the answer for my question. I've got a nice pointcloud, but I have only orientation. I need the normal of the points. How can I convert the @orient attribute to @N?
Thanks in advance,
I couldn't find the answer for my question. I've got a nice pointcloud, but I have only orientation. I need the normal of the points. How can I convert the @orient attribute to @N?
Thanks in advance,
Technical Discussion » The first node of a graph
- szmatefy
- 141 posts
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This is not the title of a short novel, but a question, if I can get the first node of a graph or branch? I need to reference a parameter of the topmost node, and I could find only the name referencing.
Thanks!
Thanks!
Technical Discussion » Building generator (19.0.610)
- szmatefy
- 141 posts
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In Houdini 19.0.610 we have a new tab in the SideFX Labs Building Generator Utility node. Floor Description (also there are now variations, weighting, etc). Unfortunately, the documentation isn't updated yet. Do you guys know how these new changes work?
Technical Discussion » Precise segment length resampling
- szmatefy
- 141 posts
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Technical Discussion » Wave function collapse sample painting tool
- szmatefy
- 141 posts
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Traceback (most recent call last):
File "labs::Sop/wfc_sample_paint/btnAddInputsToDict", line 1, in <module>
File "labs::Sop/wfc_sample_paint, PythonModule", line 11, in SetDictparm
TypeError: 'set' object is not subscriptable
This is the error. Ot creates the entries but doesn't fill with the names
File "labs::Sop/wfc_sample_paint/btnAddInputsToDict", line 1, in <module>
File "labs::Sop/wfc_sample_paint, PythonModule", line 11, in SetDictparm
TypeError: 'set' object is not subscriptable
This is the error. Ot creates the entries but doesn't fill with the names
Technical Discussion » Wave function collapse sample painting tool
- szmatefy
- 141 posts
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Hi
For some reasons the tool is unable to fill in the names of the samples I'd like to use.
For some reasons the tool is unable to fill in the names of the samples I'd like to use.
Technical Discussion » Custom attributes in for loop's metadata node
- szmatefy
- 141 posts
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Technical Discussion » Custom attributes in for loop's metadata node
- szmatefy
- 141 posts
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Thanks Tomas, exactly what I was looking for. Never occured to me I could create a vopy of the block begin without the block end....
Technical Discussion » Custom attributes in for loop's metadata node
- szmatefy
- 141 posts
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Hey guys
I'm creating a loop in which I need to know a calculated value from the previous iteration. I wanted to add a custom attribute to the metadata node, but nothing happens. What would be a good approach?
Thanks for the help in advance!
I'm creating a loop in which I need to know a calculated value from the previous iteration. I wanted to add a custom attribute to the metadata node, but nothing happens. What would be a good approach?
Thanks for the help in advance!
Technical Discussion » Chain SOP with Packed objects
- szmatefy
- 141 posts
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Hm. When I use packed geo it throws me an error that it cannot measure the bounding size. I'll check the exact error when I'm in front of my pc
Technical Discussion » Chain SOP with Packed objects
- szmatefy
- 141 posts
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I'm working on a building/city generator. I'd like to use the Chain SOP, because of the pattern, and other functionality. Apparently, if I pack the incoming geometries, it can't use them. Is there a way to use packed geo with Chain SOP? I'd like to use a pointcloud instead of the actual geo.
Thanks in advance!
Thanks in advance!
Technical Discussion » MaterialX displacement seams
- szmatefy
- 141 posts
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