I love the idea of procedural modelling, but I'm having difficulty getting some really basic stuff to work the way I want.
I'm trying to extrude a tube a number of times with a series of poly extrude nodes, and would like to be able to change the number of sides the tube has once I have created the chain of poly extrudes. Attached is a really basic start to that.
The problem is, since I am selecting the end face for the extrude, and the extrude is based on prim number, when I go back and change the number of columns on the tube, the extrude is no longer coming off the correct primitive.
How can I ensure that the extrude is always extending the end primitive?
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Technical Discussion » Basic question about procedural modelling in Houdini
- localstarlight
- 45 posts
- Online
Houdini Engine for Unreal » HDA with multiple meshes?
- localstarlight
- 45 posts
- Online
Houdini Engine for Unreal » HDA with multiple meshes?
- localstarlight
- 45 posts
- Online
I am trying to create an HDA that produces a cabinet with drawers. Since I want the drawers to be openable in UE4, I need them to be separate static meshes than the cabinet itself, but I cannot figure out how to do this.
How can I have an HDA that produces multiple static meshes?
If it's not possible to create an HDA that can be brought into UE4 with this ability, I would be happy with an HDA than can export FBX with multiple mesh components, but I cannot even figure this out. It seems an FBX creates multiple pieces of geometry for each geo node at the obj level, but an HDA is based on a subnet within a single geo node. Am I right about that? If so, how can I create an HDA that creates and manages mutliple geo nodes?
How can I have an HDA that produces multiple static meshes?
If it's not possible to create an HDA that can be brought into UE4 with this ability, I would be happy with an HDA than can export FBX with multiple mesh components, but I cannot even figure this out. It seems an FBX creates multiple pieces of geometry for each geo node at the obj level, but an HDA is based on a subnet within a single geo node. Am I right about that? If so, how can I create an HDA that creates and manages mutliple geo nodes?
Technical Discussion » Cannot select primitives
- localstarlight
- 45 posts
- Online
Damn! I'm on the road for two months with this laptop and was hoping to finally getting around to learning Houdini…
Thanks for letting me know!
Thanks for letting me know!
Technical Discussion » Cannot select primitives
- localstarlight
- 45 posts
- Online
I've just started using Houdini, and having real problems trying to select polygon faces (primitives). I'm in Geometry Select Mode -> Select Primitives, but it's producing some very strange behaviour. No matter what object I bring in, only a seemingly random selection of faces are selectable, most are not.
Here is what it looks like with a sphere (it looks like this pretty much wherever I hold my mouse over the sphere):
Here is what it looks like with a cube (here I am actually holding my mouse over the topmost face):
I'm running Houdini Version 15.0.347 on a Macbook Pro 17" (late 2011) which has these specs:
CPU: 2.5 GHz Intel Core i7
RAM: 16 GB 1333 MHz DDR3
GPU: AMD Radeon HD 6770M 1024 MB
Is this a GPU incompatibility error or something?
Is there an alternative way of selecting primitives I could try?
Thanks!
Here is what it looks like with a sphere (it looks like this pretty much wherever I hold my mouse over the sphere):
Here is what it looks like with a cube (here I am actually holding my mouse over the topmost face):
I'm running Houdini Version 15.0.347 on a Macbook Pro 17" (late 2011) which has these specs:
CPU: 2.5 GHz Intel Core i7
RAM: 16 GB 1333 MHz DDR3
GPU: AMD Radeon HD 6770M 1024 MB
Is this a GPU incompatibility error or something?
Is there an alternative way of selecting primitives I could try?
Thanks!
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