Hello, I attached a file with a couple of super basic examples..
The point attribute you want to manipulate is “pscale”, provided that in your “copy to points” node you have checked “Transform using points orientation”.
Regarding the ramp, sorry I was too lazy to bundle one into the examples.
Also, if you're interested into some falloff control, like the falloff effector you have in c4d, you can have a look at the “mograph for Houdini” series by Rohan Dalvi https://vimeo.com/156152317 [vimeo.com]
To note: these tutorials might involve the use of slightly bit outdated nodes (like copy stamp, old point node, etc), since they were made for Houdini 15, but they will give you a good foundation for the workflow.
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Houdini Lounge » For Loop: Reduced size with each iteration
- Andr1
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Houdini Lounge » advance cursor to next field?
- Andr1
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It should be working like you described.
Side note: I just checked in the hotkeys manager and, weirdly, there's no “action string” related to this particular behavior, so I don't know how you can set its functionality back.
It looks like it's not even an hotkey.
Side note: I just checked in the hotkeys manager and, weirdly, there's no “action string” related to this particular behavior, so I don't know how you can set its functionality back.
It looks like it's not even an hotkey.
Houdini Indie and Apprentice » Doing UV using Cluster node groups islands.
- Andr1
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Hello, today I was investigating that very same technique!
I kind of understood the workflow, please have a look at the attached file.
To note, there are few problems (which are showcased in the file as well):
- how to fix overlapping faces of the same UV island?
- Some clusters are flattened in 1 main island, + several floating prims around (this problem is also visible in the Siggraph Video).. Not a big deal I guess, but I would love to know why, for the sake of curiosity
- If we go for the “UV pelt” route, instead of the flatten, how to select the right HINTPRIM, so that the pelt doesn't produce weird results? (the Hintprim has shares edges with other prims)
I hope more experienced users can help us (-:
Cheers
I kind of understood the workflow, please have a look at the attached file.
To note, there are few problems (which are showcased in the file as well):
- how to fix overlapping faces of the same UV island?
- Some clusters are flattened in 1 main island, + several floating prims around (this problem is also visible in the Siggraph Video).. Not a big deal I guess, but I would love to know why, for the sake of curiosity
- If we go for the “UV pelt” route, instead of the flatten, how to select the right HINTPRIM, so that the pelt doesn't produce weird results? (the Hintprim has shares edges with other prims)
I hope more experienced users can help us (-:
Cheers
Edited by Andr1 - Aug. 16, 2017 20:49:03
Work in Progress » Instant Meshes Bridge Sop
- Andr1
- 118 posts
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patar
can somebody point me to file pointing to 3d scan + texture
so that maybe i can help figuring how to maintain uv and texture or color in houdini…
Best regards
Patar
Hello patar, thanks for checking out!
Here is a simple scan…
Cheers
Edited by Andr1 - Aug. 15, 2017 04:57:06
Houdini Indie and Apprentice » Drive position from UV. What am I doing wrong here?
- Andr1
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ah thanks for the info, I wasn't aware about it…
then I'm going to use these implicit uvs, although it's less elegant (in my case)
but still, I would love to learn how to do that with texture UVs.
Anybody has any hint?
then I'm going to use these implicit uvs, although it's less elegant (in my case)
but still, I would love to learn how to do that with texture UVs.
Anybody has any hint?
Work in Progress » Instant Meshes Bridge Sop
- Andr1
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Anybody using it with 3d scans?
The problem with instant mesh is that it destroys the UVs.
So in case you have a 3d scan + texture, you're going to lose it.
I was wondering what could be the workflow to bake again the texture from the original model to the new one created by instantmesh.
Here it explains the workflow for blender, but I'm unable to reproduce it in Houdini
https://blog.sketchfab.com/retopologise-3d-scans-low-poly-game-assets/ [blog.sketchfab.com]
cheers
The problem with instant mesh is that it destroys the UVs.
So in case you have a 3d scan + texture, you're going to lose it.
I was wondering what could be the workflow to bake again the texture from the original model to the new one created by instantmesh.
Here it explains the workflow for blender, but I'm unable to reproduce it in Houdini
https://blog.sketchfab.com/retopologise-3d-scans-low-poly-game-assets/ [blog.sketchfab.com]
cheers
Houdini Indie and Apprentice » Drive position from UV. What am I doing wrong here?
- Andr1
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I need to add new points on a curve using some arbitrary UV values.
I convert the curve to nurbs, and use the “UV texture” node set to points and type “arc length Spline”
The points are so lined up straight from 0 to 1 and they seem to keep their relative distance from each other.
The problem arises when I try to use the “primuv” function in a wrangle to retrieve the world position of an arbitrary UV value.
You can clearly see it in the attached file: even if I feed the primuv function with the UV value of specific point of the curve, the returned position doesn't match the position of the point used.
What am I missing?
Any help much appreciated!
cheers
I convert the curve to nurbs, and use the “UV texture” node set to points and type “arc length Spline”
The points are so lined up straight from 0 to 1 and they seem to keep their relative distance from each other.
The problem arises when I try to use the “primuv” function in a wrangle to retrieve the world position of an arbitrary UV value.
You can clearly see it in the attached file: even if I feed the primuv function with the UV value of specific point of the curve, the returned position doesn't match the position of the point used.
What am I missing?
Any help much appreciated!
cheers
Houdini Learning Materials » [Tutorial Request] Flow maps in Houdini
- Andr1
- 118 posts
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chebert
If all goes well, we'll be releasing a nice tutorial on rivers for games very soooon…
great!
any update about it?
Technical Discussion » polyextrude(extruding edge)
- Andr1
- 118 posts
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ps. can't you just extrude those frontal primitives, they shud already have the correct normals you're looking for..
Technical Discussion » polyextrude(extruding edge)
- Andr1
- 118 posts
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Hello,
I don't really understand, you want to extrude them straight in the X or Z axis?
I guess you can look at the “Extrusion Mode” and use custom normals to drive the extrusion (like 1,0,0 if you're extruding on the X axis)
I don't really understand, you want to extrude them straight in the X or Z axis?
I guess you can look at the “Extrusion Mode” and use custom normals to drive the extrusion (like 1,0,0 if you're extruding on the X axis)
Houdini Indie and Apprentice » How to find overlapping prims for every prim?
- Andr1
- 118 posts
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I'd like to have an array integer attribute for every prim that stores the prim numbers of the overlapping/intersecting prims.
Is there any vex functions or sop node that does that?
In case not, how would you approach the problem?
I've no clues at all..
Thanks
Is there any vex functions or sop node that does that?
In case not, how would you approach the problem?
I've no clues at all..
Thanks
Houdini Lounge » Anyone tried a Surface Book with Houdini 16
- Andr1
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On the MacBook I downloaded “better touch tool” that lets me use three finger press as middle click. I have read up that there are many way to achieve the same thing on various Multi touch trackpads that run windows 10.
cheers
Nice, but I was referring to the lack of touch screen support in Houdini…
Houdini Lounge » Can Max Creation Graph compare itself to Houdini
- Andr1
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Houdini Lounge » Anyone tried a Surface Book with Houdini 16
- Andr1
- 118 posts
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I have an old surface book (2015) and it's ok for quick sketches in Houdini. Using it without mouse is ok too, provided that you set some touchpad gesture to simulate the middle mouse button.
Would be super nice to have the touchscreen usable in Houdini (!!) and in this regard, I invite you to support this request: https://www.sidefx.com/forum/topic/50571/ [www.sidefx.com]
cheers
Would be super nice to have the touchscreen usable in Houdini (!!) and in this regard, I invite you to support this request: https://www.sidefx.com/forum/topic/50571/ [www.sidefx.com]
cheers
Technical Discussion » For each loop VS for each subnetwork.
- Andr1
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Hello, thanks for clarifying!
I can forget about the for-each subnetwork then, and will investigate the compiled loop options (-:
Cheers
I can forget about the for-each subnetwork then, and will investigate the compiled loop options (-:
Cheers
Houdini Learning Materials » Rotations, Matrix, Quarternions
- Andr1
- 118 posts
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Hey Simon, glad to hear that! Just be aware that the Pluralsight tut is understandably just about the “how to” part. You won't really learn the mathematical proofs behind the topics explained (like crossproduct, dot produtc, etc)
Cheers!
Cheers!
Edited by Andr1 - July 9, 2017 07:38:37
Houdini Indie and Apprentice » How to use point normals to align geometry copies?
- Andr1
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Hello, I think you should play with the UP vector, whose attribute in houdini is named “up”.
I've hardcoded the UP vector to {0,1,0} and now it's better (no crazy orientations) but still not perfectly aligned.
You should try to find a way to calculate it for every piece, I guess.
Probably there's some super simple trick which I'm not aware of because I'm a newbie too with houdini.
Cheers
I've hardcoded the UP vector to {0,1,0} and now it's better (no crazy orientations) but still not perfectly aligned.
You should try to find a way to calculate it for every piece, I guess.
Probably there's some super simple trick which I'm not aware of because I'm a newbie too with houdini.
Cheers
Technical Discussion » For each loop VS for each subnetwork.
- Andr1
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I'm kind of confused, any reason to use one over the other?
When performing same tasks, I feel like the for-each-subnetwork has slower cooking times (especially when copy-stamping) and it's harder to properly setup, but I might missing some advantages or unique features over the for-each-loop.
What do you think?
When performing same tasks, I feel like the for-each-subnetwork has slower cooking times (especially when copy-stamping) and it's harder to properly setup, but I might missing some advantages or unique features over the for-each-loop.
What do you think?
Technical Discussion » Best way to import meshes into Unreal 4 from Houdini?
- Andr1
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I guess, if you convert it into digital asset and import it in UE4, the houdini plugin should handle all the conversions automagically (scale, axis, smooth groups).
Houdini Lounge » References Circus
- Andr1
- 118 posts
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How about we drop here some interesting reference videos and images from the world?
With the hope that they might inspire us when we play with Houdini (-:
Let's start
Glacier flowing
Crystallization under 40x polarizing microscope
(check the page, it's full of these videos, along with good descriptions)
With the hope that they might inspire us when we play with Houdini (-:
Let's start
Glacier flowing
Crystallization under 40x polarizing microscope
(check the page, it's full of these videos, along with good descriptions)
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