Hey guys,
I'm trying to cut through polygons / edges the same way it' d be doable with the “Cut” tool in 3ds max. Or even better by being able to simply draw a curve onto the surface of a geometry (in my case a head / face) and cut a cookie / inprint on there with that curve / spline drawn on the surface.
Any tips on the best way to go at it please? I've looked at the Knife tool, which is more of a “slice” tool if you compare it to 3ds max. And i've tried the Polysplit which is very promising, but found the workflow of adjusting that spline onto the surface very difficult. hard to connect / close that curve procedural (connecting first and last point on curve), but mostly just rearranging point onto the surface. So far the perfect curve / spline needs to be done in 1 first go, otherwise i'm in for a never ending loop of manual tweaks point by point.
hence why i have a preference for a good old click by click cut tool to progressively cut the perfect inprint without creating gazillion points. Def my favorite way to do it.
Any help / advise /link to tuts more than welcome. Thanks in advance.
A.
PS: For those who do know the cut tool of 3ds max, here is a link that shows what it does. Very straight forward.(i am not the author of the video by the way).
https://www.youtube.com/watch?v=uZWPfbQCCa0 [youtube.com]
Found 408 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Houdini equivalent to the 3ds max "cut" tool?
- Adriano
- 408 posts
- Offline
Houdini Indie and Apprentice » Activate RBD sim fragments by fall off from several objects / nodes?
- Adriano
- 408 posts
- Offline
hey Guys,
I have a rigid body sim, part of a fragmented face breaking off, and i'd like to activate the Rigid body sim using an animated fall off distance from a couple of nodes / objects. And then add a little random offset for each fragment to be activated or sent to the RBD sim. Could anyone please point the way to get there? The fragments are set up, the sim's working, but i'm hitting a brick wall since yesterday on that last bit. If you know a tutorial available online that might cover related topics i'm buyer.
Cheers,
A.
I have a rigid body sim, part of a fragmented face breaking off, and i'd like to activate the Rigid body sim using an animated fall off distance from a couple of nodes / objects. And then add a little random offset for each fragment to be activated or sent to the RBD sim. Could anyone please point the way to get there? The fragments are set up, the sim's working, but i'm hitting a brick wall since yesterday on that last bit. If you know a tutorial available online that might cover related topics i'm buyer.
Cheers,
A.
Houdini Indie and Apprentice » Copy stamping / Random scale slowing down playback / cache?
- Adriano
- 408 posts
- Offline
Houdini Indie and Apprentice » Copy stamping / Random scale slowing down playback / cache?
- Adriano
- 408 posts
- Offline
Houdini Indie and Apprentice » Copy stamping / Random scale slowing down playback / cache?
- Adriano
- 408 posts
- Offline
Thanks a lot. That indeed works flawlessly. Does it mean that Stamp inputs should be avoided at all times? Can you think of an example where Stamp Inputs would be required please?
Thanks again, great stuff.
A.
Thanks again, great stuff.
A.
Houdini Indie and Apprentice » Copy stamping / Random scale slowing down playback / cache?
- Adriano
- 408 posts
- Offline
I did. It didn't change anything.
If i turn off “Stamp Inputs”, the playback with all the spheres (of identical scale) is fast again. But with “cache stamping + Pack geo before copying” or not, as soon as i turn on the “stamp inputs”, it starts choking again.
Actually it's inaccurate. It's as soon as i use “rand($PT)*2” expression in the variable 1 (scale) value of the “ Stamp inputs” that things get terribly slow. Because using Stamp inputs variable (scale in my case)with an integer value does not slow down anything.
Am i using an old vex expression? is “rand($PT)*2” obsolete or something?
Cheers,
A.
If i turn off “Stamp Inputs”, the playback with all the spheres (of identical scale) is fast again. But with “cache stamping + Pack geo before copying” or not, as soon as i turn on the “stamp inputs”, it starts choking again.
Actually it's inaccurate. It's as soon as i use “rand($PT)*2” expression in the variable 1 (scale) value of the “ Stamp inputs” that things get terribly slow. Because using Stamp inputs variable (scale in my case)with an integer value does not slow down anything.
Am i using an old vex expression? is “rand($PT)*2” obsolete or something?
Cheers,
A.
Edited by Adriano - Jan. 22, 2017 19:13:43
Houdini Indie and Apprentice » Copy stamping / Random scale slowing down playback / cache?
- Adriano
- 408 posts
- Offline
Hey guys. I'm completely new to Houdini. Just got into it recently, so i don't know much.
I just created a pop network, some particles emitted from a turbulent noise (used to delete non-selected polys) on a geometry (Torus for now) and then instanced (copy) spheres onto each particle. I'm using the copy stamping to randomize the scale, and noticed that when doing so the playback / caching speed has dramatically dropped. What was priory almost real time takes now about 20 times slower. Any particular reason for that please? Am i using a wrong approach?
Thanks in advance.
A.
I just created a pop network, some particles emitted from a turbulent noise (used to delete non-selected polys) on a geometry (Torus for now) and then instanced (copy) spheres onto each particle. I'm using the copy stamping to randomize the scale, and noticed that when doing so the playback / caching speed has dramatically dropped. What was priory almost real time takes now about 20 times slower. Any particular reason for that please? Am i using a wrong approach?
Thanks in advance.
A.
Edited by Adriano - Jan. 22, 2017 18:51:25
Technical Discussion » Aluminium foil cloth sim?
- Adriano
- 408 posts
- Offline
Hey Guys, quick inquiry, wondering if anyone has tried to simulate Aluminium foil behaviors. I'm starting to dig into the topic, any insights and tips are most welcome.
Cheers.
A.
Cheers.
A.
-
- Quick Links