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Houdini Indie and Apprentice » Saving points to a file
- Andr
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Simplest way to do that is to right click on the node, save, geometry. You could also use a file sop node.
Houdini Lounge » How could I delete overlapping primitives?
- Andr
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Technical Discussion » Subdivision not dividing properly
- Andr
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are those straight curves? If so, append a facet node after the boolean and set it to remove inline points.
Also, your boolean displays some sort of error, I guess the input A is set to solid? I guess you want it set to surface
Also, your boolean displays some sort of error, I guess the input A is set to solid? I guess you want it set to surface
Edited by Andr - July 30, 2019 12:51:32
Technical Discussion » How to add a parameter change callback to sop geometry out nodes permanently?
- Andr
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To have them persistent across sessions I guess you could register the node events inside an onLoaded event handler of a digital asset created for that specific purpose?
Edited by Andr - July 30, 2019 03:56:42
Houdini Indie and Apprentice » Edge Divide not working
- Andr
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It seems that with edge divide is mandatory to specify a group.
Add simply a * to make it work on every face
Add simply a * to make it work on every face
Technical Discussion » Curve intersection problem!
- Andr
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Aizatulin
Have you tried intersectionstitch already? This should probably work.
oh thanks!
Houdini Indie and Apprentice » Vex gravity in fps (instead of seconds)?
- Andr
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https://en.wikipedia.org/wiki/Equations_for_a_falling_body#Equations [en.wikipedia.org]
first equation shows you are very close actually
first equation shows you are very close actually
Edited by Andr - July 28, 2019 15:30:54
Technical Discussion » Curve intersection problem!
- Andr
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Yes it's complex, and shouldn't be… probably there's a node that I'm not aware of that does it already. That polycut I guess..
Anyway this is the logic of the proposed setup:
It uses the sourceprimuv attribute outputted by the intersection analysis.
This attribute tells you at which intrinsic UV position the intersecting point is located on the primitive. So a sourceprimuv value of .25 tells you that the point location is at 1/4 of the total length of the polyline. Range is 0-1.
So you have all the intersecting points with the prim number of origin (sourceprim attrib) and the intrinsic UV position of the cut (sourceprimuv attrib).
You just need to merge the intersecting points back with the 2 end points of each primitive. Being end points, you already know their sourceprimuv value: you can hardcode 0 and 1. (that's what the left branch wrangle does)
After you merge the points, you run a for-loop using the sourceprim attrib (“prim”) as iterating class.
On each iteration you are presented with the ends point and the intersecting point of a single primitive.
You just need to re-sort the point number of the points by using their sourceprimuv attribute, so that you have a nicely ordered point numbers. Append the add node to reconstruct the line following the point order.
Anyway this is the logic of the proposed setup:
It uses the sourceprimuv attribute outputted by the intersection analysis.
This attribute tells you at which intrinsic UV position the intersecting point is located on the primitive. So a sourceprimuv value of .25 tells you that the point location is at 1/4 of the total length of the polyline. Range is 0-1.
So you have all the intersecting points with the prim number of origin (sourceprim attrib) and the intrinsic UV position of the cut (sourceprimuv attrib).
You just need to merge the intersecting points back with the 2 end points of each primitive. Being end points, you already know their sourceprimuv value: you can hardcode 0 and 1. (that's what the left branch wrangle does)
After you merge the points, you run a for-loop using the sourceprim attrib (“prim”) as iterating class.
On each iteration you are presented with the ends point and the intersecting point of a single primitive.
You just need to re-sort the point number of the points by using their sourceprimuv attribute, so that you have a nicely ordered point numbers. Append the add node to reconstruct the line following the point order.
Edited by Andr - July 28, 2019 14:54:53
Technical Discussion » Curve intersection problem!
- Andr
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hi have a look at the hip file…
it works by getting the intersecting points, and reconstruct the polylines using the sourceprim and sourceprimuv attributes..
It seems working, but I feel there should be a SINGLE NODE solution for that.. I never understood how to make work the mofo of a node that is the polycut.
it works by getting the intersecting points, and reconstruct the polylines using the sourceprim and sourceprimuv attributes..
It seems working, but I feel there should be a SINGLE NODE solution for that.. I never understood how to make work the mofo of a node that is the polycut.
Edited by Andr - July 28, 2019 11:18:44
Houdini for Realtime » weird normal baking results
- Andr
- 900 posts
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+up
I think I was experiencing too similar results when I was experimenting with these baking tools.
ps. what version of the gamedev tools do you have?
My simple baker node is bugged and gives me some python error.
I think I was experiencing too similar results when I was experimenting with these baking tools.
ps. what version of the gamedev tools do you have?
My simple baker node is bugged and gives me some python error.
Edited by Andr - July 27, 2019 16:45:59
Houdini Learning Materials » Terrain masks to groups?
- Andr
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when you convert the HF to polygons you get the @mask attribute on your points for free. Have a look at the geometry spreadsheet.
You can simply set a threshold value to do the grouping.
Was this @mask point attribute added later, or it has been always present in converted Heightfields?
I wonder how could I have missed it :O
You can simply set a threshold value to do the grouping.
if(@mask > .5) { i@group_masked = 1; }
Was this @mask point attribute added later, or it has been always present in converted Heightfields?
I wonder how could I have missed it :O
Edited by Andr - July 27, 2019 15:42:42
Houdini Indie and Apprentice » Vex gravity in fps (instead of seconds)?
- Andr
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ok, thanks for explaining.
Very nice to know how to do it inside a solver.
Interestingly it seems that the two methods we proposed move the object with different velocity. Mine seems a little bit slower.
Very nice to know how to do it inside a solver.
Interestingly it seems that the two methods we proposed move the object with different velocity. Mine seems a little bit slower.
Houdini Indie and Apprentice » Vex gravity in fps (instead of seconds)?
- Andr
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Houdini Indie and Apprentice » Vex gravity in fps (instead of seconds)?
- Andr
- 900 posts
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@Time attribute in a Vex wrangle is expressed in seconds, already adjusted to your playback speed of choice (24fps, 25fps, 30fps, etc)
I guess this should be correct:
https://en.wikipedia.org/wiki/Equations_for_a_falling_body#Equations [en.wikipedia.org]
I guess this should be correct:
vector g = {0, -9.8, 0}; @P = @P + ((g * @Time * @Time)/2);
https://en.wikipedia.org/wiki/Equations_for_a_falling_body#Equations [en.wikipedia.org]
Technical Discussion » How to Get the pointbumber of points in a group
- Andr
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hi, if you read the error message you see that that function is undefined, which means it doesn't exist.
That's because it's an expression function (hscript) and you are trying to use it in a vex context.
You should use vex functions in a vex wrangle.
In your case this one should suit for your needs
https://www.sidefx.com/docs/houdini/vex/functions/inpointgroup.html [www.sidefx.com]
That's because it's an expression function (hscript) and you are trying to use it in a vex context.
You should use vex functions in a vex wrangle.
In your case this one should suit for your needs
https://www.sidefx.com/docs/houdini/vex/functions/inpointgroup.html [www.sidefx.com]
Houdini Indie and Apprentice » from displacement map to actual geometry + creating world/object space normalmap on a lowpoly created from the highpoly
- Andr
- 900 posts
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Houdini Indie and Apprentice » from displacement map to actual geometry + creating world/object space normalmap on a lowpoly created from the highpoly
- Andr
- 900 posts
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16-bit TIFF (.tif16)
from here:
https://www.sidefx.com/docs/houdini/io/formats/image_formats.html#16-bit-image-formats [www.sidefx.com]
from here:
https://www.sidefx.com/docs/houdini/io/formats/image_formats.html#16-bit-image-formats [www.sidefx.com]
Houdini Indie and Apprentice » from displacement map to actual geometry + creating world/object space normalmap on a lowpoly created from the highpoly
- Andr
- 900 posts
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Oh, I was experiencing the very same problem with the simple baker.
Instead try the maps baker node of the gamedev tool, which is a different node (and different tech)
The tutorial I linked is about it
Instead try the maps baker node of the gamedev tool, which is a different node (and different tech)
The tutorial I linked is about it
Technical Discussion » Multiparm default quantity expression?
- Andr
- 900 posts
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not sure if it can help, do you know that you can use the keyword to get the index of a multiparm instance?
kwargs['script_multiparm_index']
Edited by Andr - July 26, 2019 10:16:29
Houdini Indie and Apprentice » from displacement map to actual geometry + creating world/object space normalmap on a lowpoly created from the highpoly
- Andr
- 900 posts
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you could look at the gamedev toolset, there are a couple of nodes that simplify the baking process.
The traditional rop baker node is a little bit annoying to use (works at object level only, and u need to rmb to have the display flag on for both low and high poly object)
https://www.sidefx.com/tutorials/game-tools-maps-baker/ [www.sidefx.com]
Also, if you want to load the example files from the docs, you should be able to load them from in-software help instead of the online version.
The traditional rop baker node is a little bit annoying to use (works at object level only, and u need to rmb to have the display flag on for both low and high poly object)
https://www.sidefx.com/tutorials/game-tools-maps-baker/ [www.sidefx.com]
Also, if you want to load the example files from the docs, you should be able to load them from in-software help instead of the online version.
Edited by Andr - July 26, 2019 08:09:54
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