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Found 77 posts.

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Technical Discussion » Houdini subnet None input operators

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zengchen
77 posts
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 March 27, 2020 10:41:43
dacrow
Ah. This crashes as it calls an infinite recursion.

Yes, I suddenly realized it
Edited by zengchen - March 27, 2020 10:42:54
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Technical Discussion » Houdini subnet None input operators

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zengchen
77 posts
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 March 27, 2020 07:58:55
N-G
I used onInputChanged signal to disconnect and reconnect all inputs whenever input contains a None item but Houdini crash constantly in the most recent production build 18.0.416!
my houdini 18.0.417 also crash…
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Technical Discussion » Building parcel / lot generation

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zengchen
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 March 26, 2020 11:40:02
In this hip file, I only want to show how to get variant scale of Lot. (this step seems no mentioned in the paper)
other steps in hip are different from the paper because it needs many many nodes to follow the paper's steps.

TheProgg
This is definitely a step in the right direction. Thanks!
It must in the right direction, as I have almost completed the OBB and Skeleton Subdivide in Houdini (just lack of the definition of the output attributes)…
https://www.sidefx.com/forum/topic/70404/?page=1#post-306973 [www.sidefx.com]
Edited by zengchen - March 27, 2020 00:43:45
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Technical Discussion » Randomly Group 50% Of All Edges [Solved]

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zengchen
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 March 26, 2020 06:00:05
I think use prim vertex list or rand select from edge group are also feasible.
but may use more code than tamte's
Edited by zengchen - March 26, 2020 06:07:33
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Technical Discussion » Building parcel / lot generation

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zengchen
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 March 25, 2020 22:38:14
sorry, English is not my mother tongue, I am hard to tell you how to do that by word.
so I made a hip file. hope you like it

notice:
  1. the hip file must be opened by Houdini 18
  2. I choose a simple method to divide the whole lot to piece (the method mentioned in paper need hundreds of nodes).
    And the paper need to combine small area and triangle poly finally, and also need many further optimizations.
    they are all need heavy vex code or complex for-each / repeat loop.
    so I do not achieve those goals in this hip
  3. I use a HDA created by myself in the hip
    the HDA called “convert_edge_group_to_line”
    you can replace it by labs::edgegroup_to_curve SOP
    or you can download my HDA here My HDAs [drive.google.com]
Edited by zengchen - March 27, 2020 00:42:18
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Technical Discussion » Building parcel / lot generation

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zengchen
77 posts
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 March 25, 2020 00:53:53
It just look like the skeleton subdivide (offset mode).

multi polyexpand2d and some boolean can achieve it.

If you really read the paper about OBB and skeleton subdivide, you would have no problem to achieve it.
Edited by zengchen - March 25, 2020 01:17:08
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Technical Discussion » H18 vex array problem

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zengchen
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 March 24, 2020 10:15:09
QunZhu, Your Houdini may get some trouble…
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Houdini Indie and Apprentice » Copying objects along a curve produces a strange spin

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zengchen
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 March 20, 2020 05:47:32
If you only have a N (normal) vector, copy to points SOP will auto calculate up vector to get a orient.
The up vector and final orient may not meet your requirement.

There are many ways to correct the orient:
  1. try to set v@up = {0, 1, 0}
  2. try the orientation along curve SOP in Houdini 18 to create orient but not use poly frame SOP
  3. try the copy to curves SOP in Houdini 18
  4. try my HDA : Point Orient [vimeo.com] to get orient (or qLib :: orient, also can see in my link)



The Official Doc [www.sidefx.com] says : Up vector of the copy (+Y axis of the copy, if no orient)…
But it doesn't seem to be the case here.
Edited by zengchen - March 20, 2020 06:01:50
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Work in Progress » Curve Wrap V3

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zengchen
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 March 18, 2020 10:07:20
motionskill
Absolutely incredible thing. I can't imagine how many time you spent to build this and yes, it's much better than C4D. Also, I found a lot of cool things in archive. You should make patreon channel and place some tutorials and updates there. I am ready to support you
Thank you!
I do plan to make a patreon channel, but may be the latter half of the year, with the release of my CityEngine Modeling Module in Houdini

In fact, I have copied almost all the CityEngine features to Houdini, just missing the street generate feature.
I am studying Math to try to complete it…

And my Mograph Module, also only miss one effector (sound effector), hope I can finish them in this year.

Here is my CityEngine Module node relationship (uncompleted). I want to show it somehow…
Edited by zengchen - June 24, 2020 11:50:17
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Work in Progress » Curve Wrap V3

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zengchen
77 posts
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 Nov. 17, 2019 22:04:27


It is refer to C4D Spline Wrap and more powerful than it!
There are some curve wrap examples in my “example.hip”, and you can get some more info in V2 link.

V2 link: Curve Wrap V2 [vimeo.com]
V2 hda is renamed to “curve wrap old”, may be removed after some days

Compare to V2:
① support multi curves input, no foreach block inside
② support to scaling parms by curve attribute
③ can copy curve prim attr and group
④ four mode to set geometry reference center
⑤ change the method to xform pack, but still not perfect
Edited by zengchen - Nov. 23, 2019 10:49:34
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Technical Discussion » How to add a special VEX function into Compile Block?

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zengchen
77 posts
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 Nov. 17, 2019 12:19:37
tamte
you can use “opinput:0” to access first input's geo using string, it doesn't seem to be working for spare inputs, but from VEX you can access geo of it's inputs directly within compiled network
Thanks a lot, tamte.

It works to me
Edited by zengchen - Nov. 17, 2019 12:20:01
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Technical Discussion » How to add a special VEX function into Compile Block?

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zengchen
77 posts
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 Nov. 17, 2019 10:58:29
Today I use a vex function called primuvconvert [www.sidefx.com]

Unfortunately it only support filename (string type) as geometry input, and I find if write it in a wrangle, the wrangle node will be non-compilable, because Compile Block seems only recognize spare input (-1, -2, … as vex function geometry input).

Can anyone help me? Thanks!
Edited by zengchen - Nov. 17, 2019 11:13:10
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Technical Discussion » Is there a way to show all the operators in Switch SOP?

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zengchen
77 posts
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 Nov. 10, 2019 22:34:43
BabaJ
Drag down the slider on the right to see more.
I know it, I just think it is troublesome to reorder the operators if there are more than six op inputs.

If it is possible to show all ops at a time like the string parameter setting “lines to show” to custom how many lines will be show by myself?
Edited by zengchen - Nov. 10, 2019 22:35:36
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Technical Discussion » Is there a way to show all the operators in Switch SOP?

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zengchen
77 posts
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 Nov. 10, 2019 05:58:34
I find only six operators show in the switch SOP.

So if the number of inputs is greater than six, it is troublesome to reorder the operators.

You would slide the slider to find and drag any operators that not the first six op.
Edited by zengchen - Nov. 10, 2019 10:45:01
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Houdini Lounge » Will we be able to select&edit multiple points in Curve node in Houdini 18?

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zengchen
77 posts
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 Oct. 13, 2019 02:51:46
goat
dont count on it, the previews of H18 have the same old curve tool.
This is really bad news.
Hope H19 release…
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Houdini Lounge » Will Polyexpand2d and some NURBS SOP be compilable in Houdini 18?

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zengchen
77 posts
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 Oct. 13, 2019 02:46:04
davide445
I've seen this tutorial but seems really complex for a beginner like me.

Dokai's tut seems a bit complex, but honestly it still has a lot to improve for the Game output…

As for the polyexpand2d SOP, when create simple road, it can not generate UVs.

And I do not use polyexpand2d SOP to generate streets based on the OSM data, so I think you wouldn't get any more help from me…

Here is an simple example about polyexpand2d SOP itself, hope it works for you.
Edited by zengchen - Oct. 13, 2019 03:08:32
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Houdini Learning Materials » Houdini Learning (Beginner Programming).

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zengchen
77 posts
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 Oct. 11, 2019 20:44:50
I highly recommend this guy and his tutorial:Jtomori Tutorial [github.com]
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Houdini Lounge » Will Polyexpand2d and some NURBS SOP be compilable in Houdini 18?

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zengchen
77 posts
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 Oct. 11, 2019 20:40:31
davide445
@zengchen01 can you explain how do you use it to generate simple roads, or suggest any specific tutorial you follow.

The road I generate by Polyexpand2d SOP is quite simple.
I think this road tutorial is more useful.Dokai Tutorial [vimeo.com]
Edited by zengchen - Oct. 11, 2019 20:41:14
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Houdini Lounge » Will Polyexpand2d and some NURBS SOP be compilable in Houdini 18?

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zengchen
77 posts
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 Sept. 21, 2019 01:38:54
I find Polyexpand2d SOP is so important in procedural modeling, it can generate straight skeleton, simple road, hip roof and so on.

And some NURBS SOP like fit / refine are also necessary for procedural modeling.

I think the official progress of making SOP compilable is a bit slow.
Edited by zengchen - Sept. 21, 2019 02:00:37
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Technical Discussion » How to clip concave polygon use VEX?

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zengchen
77 posts
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 Sept. 3, 2019 09:27:27
Hello!

Recently I need to clip each polygon in different direction, because the compile + foreach is a bit slow, and it will be more slower in a repeat loop block, so I tried to use VEX to clip polygons.

And fortunately I found a VEX code to clip polygon: Clip in VEX [nkvfx.memo.wiki]

But it can only clip the convex polygons, but not work on the concave polygons. See the follow image:


And I have no ability to solve it, could someone help me?
Thanks.
Edited by zengchen - Sept. 3, 2019 20:37:05
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