yes you are right this is not a clean solution.
But you could use the divide sop before voronoi fracture
- turn off or set Maximum Edges to 4
- turn on triangulate non planar, so the planar quads will not be divided.
this would result in what i would expect. It keeps the good planar faces…
BUt it still has errors… grr
greetings
Olaf
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Technical Discussion » Voronoi fracture results in poor quality geo
- Olaf Finkbeiner
- 323 posts
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Technical Discussion » Voronoi fracture results in poor quality geo
- Olaf Finkbeiner
- 323 posts
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Technical Discussion » Voronoi fracture results in poor quality geo
- Olaf Finkbeiner
- 323 posts
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please post the scene and freeze the voronoi fracture sop.
this should not be happening.
greetings
Olaf
this should not be happening.
greetings
Olaf
Houdini Indie and Apprentice » Image to Mesh
- Olaf Finkbeiner
- 323 posts
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Technical Discussion » Confused by "Retain Density by View" in PolyReduce SOP
- Olaf Finkbeiner
- 323 posts
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All around makes no sense at all. You should create a camera and a point at the cam location. You will see it makes sense. This is what it is for: Optimising geo based on camera position or maybe a few cam positions that represent a animated camera.
Technical Discussion » Confused by "Retain Density by View" in PolyReduce SOP
- Olaf Finkbeiner
- 323 posts
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Hi,
you just need one (or more) points in the third input.
no normals needed
just create a add node and place the point where the camera would be…
If you hover over “Silhouette” or “Front-Faceing” you get some info….
regards
Olaf
you just need one (or more) points in the third input.
no normals needed
just create a add node and place the point where the camera would be…
If you hover over “Silhouette” or “Front-Faceing” you get some info….
regards
Olaf
Technical Discussion » Groupexpression with strings
- Olaf Finkbeiner
- 323 posts
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Technical Discussion » Move a curve's points parametrically, how?
- Olaf Finkbeiner
- 323 posts
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https://www.sidefx.com/forum/topic/58427/?page=1#post-261910 [www.sidefx.com]
Thomas Bishop made a bezier handle tool for H17
Thomas Bishop made a bezier handle tool for H17
Work in Progress » Bezier Handle Custom Python State
- Olaf Finkbeiner
- 323 posts
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Hi Thomas,
great work, it works!
I would also like to see an optional node input to be able to edit existing curves. (Just added this myself)
Box helpers and sphere helpers is ok, but lines connecting the box and sphere helpers would be even nicer…
regards and thx
Olaf
great work, it works!
I would also like to see an optional node input to be able to edit existing curves. (Just added this myself)
Box helpers and sphere helpers is ok, but lines connecting the box and sphere helpers would be even nicer…
regards and thx
Olaf
Technical Discussion » H17 python state example not working ?
- Olaf Finkbeiner
- 323 posts
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hi mabz
i think you are linking to the beta forum.
Olaf
i think you are linking to the beta forum.
Olaf
mabz
https://www.sidefx.com/forum/topic/56432/?page=4#post-260931 [www.sidefx.com]
https://www.sidefx.com/forum/topic/56432/?page=4#post-260731 [www.sidefx.com]
Work in Progress » Bezier Handle Custom Python State
- Olaf Finkbeiner
- 323 posts
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i will try this later, and this is great. I was hopeing somebody would build exactly this.
Technical Discussion » Move a curve's points parametrically, how?
- Olaf Finkbeiner
- 323 posts
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Hi there,
maybe another solution. create a line and move the points however you like. Now use a fit node to turn it into a curve.
greetings
Olaf
maybe another solution. create a line and move the points however you like. Now use a fit node to turn it into a curve.
greetings
Olaf
Houdini Lounge » Can you use the hair card option to generate feathers?
- Olaf Finkbeiner
- 323 posts
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looks a bit like it, doesnt it?
I think that would be a “waste”. Each clup is converted to a card (or something like that) so to adjust the feather density you would need to play with clumping…
I think that other aproaches (maybe to some degree the new Vellum) are much better.
This might inspire you: http://tools.haybyte.com/index.html [tools.haybyte.com]
Olaf
I think that would be a “waste”. Each clup is converted to a card (or something like that) so to adjust the feather density you would need to play with clumping…
I think that other aproaches (maybe to some degree the new Vellum) are much better.
This might inspire you: http://tools.haybyte.com/index.html [tools.haybyte.com]
Olaf
Houdini Lounge » Houdini 17 reactions and thoughts
- Olaf Finkbeiner
- 323 posts
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OneBigTreeWell, I was in the middle of developing a glass breaking pattern HDA, can bin that one now.
( in truth I think the people excited about the vfx stuff just don't post it here )
Vellum is looking just amazing. And i am realy looking forward to easier setups of the constrains. One solver for cloth grains and wire is great to say the least. I just hope my GPU (1070) is good enough.
The new terrain tools look great. I just hope the errosion will be fast and nice. The other additions are also very welcome, masking for scattering was possible before but now its more streamlined. So setting up more complex biome rules should be much easier.
UVs look much better now, i just hope it can be done procedurally nicely and not only manually.
One of the things not mentioned (for good reasons) is the new renderman integration and i am looking forward to try this now. I had a quick look at renderman a year ago and the lacking interactive rendering just put me of. Now that should be working. (BTW for learning purposes renderman is free without watermark and other restrictions!)
Now i just need more TIME to learn all that great new stuff. Too bad H17 does not come with that.
Technical Discussion » Houdini Engine for 3DS Max
- Olaf Finkbeiner
- 323 posts
- Offline
Technical Discussion » Houdini Engine for 3DS Max
- Olaf Finkbeiner
- 323 posts
- Offline
the new one is from SideFX directly and not from a third party developer one man show…
Houdini Lounge » Houdini 17 reactions and thoughts
- Olaf Finkbeiner
- 323 posts
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Did you notice the Python API for viewport handles etc.? This lays the groundwork for any interactive tools eg. modelling tools.
So now that this is implemented even i could develop certain interactive tools. Haveing to learn the SDK was just too much for me.
This is definatly one of my favs!
So now that this is implemented even i could develop certain interactive tools. Haveing to learn the SDK was just too much for me.
This is definatly one of my favs!
Technical Discussion » Error geo artifacts on boolean geometry animation exported to alembic. Supposed to be non existent substracted geo.
- Olaf Finkbeiner
- 323 posts
- Offline
maybe first export to .bgeo files
now check if everything is fine by reading the .bgeos
this way you can be sure its not an issue that is present anyway
now convert/export .bgeo to alembic
regards
Olaf
now check if everything is fine by reading the .bgeos
this way you can be sure its not an issue that is present anyway
now convert/export .bgeo to alembic
regards
Olaf
Technical Discussion » Export instanced geometry
- Olaf Finkbeiner
- 323 posts
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just a guess as no image or attached scene makes it hard to know what you issue is.
So: Maybe it is packed geo. Just unpack it and it might work.
So: Maybe it is packed geo. Just unpack it and it might work.
Houdini Lounge » Houdini articles in (digital production) print magazine (GERMAN)
- Olaf Finkbeiner
- 323 posts
- Offline
Hi folks,
I wrote some articles for a german print magazine in the last year. Of course and sorry “es ist auf deutsch” its all in german language.
Anyways you are useing houdini so you can of course do anything, also read german…
FREE Download:
Houdini - build a light studio with HDRs (render 360ies)
https://www.dropbox.com/s/5rydhms6neu5oyt/DP1705_022-026_PipelineHoudiniLight_Druck_HighRes%2BCover.pdf?dl=0 [www.dropbox.com]
Houdini - Terrains in houdini (a review of the new feature)
https://www.dropbox.com/s/yqk78fysv7azgtt/DP1802_020-025_LandHoudiniTerrain_Druck_HighRes.pdf?dl=0 [www.dropbox.com]
Houdini Assets HDA (actually a tutorial to make HDAs for Unreal - venetian blind)
https://www.dropbox.com/s/l88ega8sjj5y4of/DP1803_030-035_AMHoudiniAssetsSAE_Druck_HighRes_Cover.pdf?dl=0 [www.dropbox.com]
Houdini - Mantra (what makes this renderer special)
https://www.dropbox.com/s/jqwsqfcn51kv3le/DP1804_034-039_RENMantra_Druck_HighRes.pdf?dl=0 [www.dropbox.com]
Have Fun
Olaf
I wrote some articles for a german print magazine in the last year. Of course and sorry “es ist auf deutsch” its all in german language.
Anyways you are useing houdini so you can of course do anything, also read german…
FREE Download:
Houdini - build a light studio with HDRs (render 360ies)
https://www.dropbox.com/s/5rydhms6neu5oyt/DP1705_022-026_PipelineHoudiniLight_Druck_HighRes%2BCover.pdf?dl=0 [www.dropbox.com]
Houdini - Terrains in houdini (a review of the new feature)
https://www.dropbox.com/s/yqk78fysv7azgtt/DP1802_020-025_LandHoudiniTerrain_Druck_HighRes.pdf?dl=0 [www.dropbox.com]
Houdini Assets HDA (actually a tutorial to make HDAs for Unreal - venetian blind)
https://www.dropbox.com/s/l88ega8sjj5y4of/DP1803_030-035_AMHoudiniAssetsSAE_Druck_HighRes_Cover.pdf?dl=0 [www.dropbox.com]
Houdini - Mantra (what makes this renderer special)
https://www.dropbox.com/s/jqwsqfcn51kv3le/DP1804_034-039_RENMantra_Druck_HighRes.pdf?dl=0 [www.dropbox.com]
Have Fun
Olaf
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