Hi,
I'm trying to replicate the behavior of the “Select Polygon Edge Boundary” viewport selection tool, but with Python and Nodes.
As for noes, the input should be a primitive group, and the output should be an edge group. I've tried to do it with the various group nodes, but couldn't get anywhere.
Ideally I'd like to know if this can be done via python, as that's what I'm most used to, with my Blender addon dev background.
I'm open to hscript and VEX as well, if either is better suited for the task.
In Blender/BMesh, I'd just iterate over the edges in the face group and for each edge, check the polygons on both sides. If only one of the faces is in the face group, I'd know that's a boundary edge.
I could also check for other properties, like the selection state, whether an edge is manifold, etc.
Is there a way to access the geometry like this or similar in Houdini? I'd appreciate any pointers.
I've checked out this asset on orbolt and tried to understand how it is done. I've left with even more questions now, can't even tell why it does anything at all, ha.
I'd really appreciate any pointers in the right direction, resources to study, etc. Thank you!
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Technical Discussion » Select Polygon Edge Boundary, but with Python and/or Nodes?
- MACHIN3
- 2 posts
- Offline
Houdini Indie and Apprentice » How to object merge geometry nodes with custom node parameters
- mvgraf
- 1 posts
- Offline
Hi,
is it possible to
1. create a Geometry node with custom parameters (see image)
2. link this node in another Geometry node with an Operator Path parameter
3. Instantiate this linked Geometry object multiple times and set different parameters so the build process of the merged geometry differs each time?
This is more of a object orientated approach. Don't know if this is even possible?
Another solution probably would be to put the content in a subnet, but there I only have 4 parameters available and am not so flexible in putting up dynamic scenes .
Cheers,
Georg.
is it possible to
1. create a Geometry node with custom parameters (see image)
2. link this node in another Geometry node with an Operator Path parameter
3. Instantiate this linked Geometry object multiple times and set different parameters so the build process of the merged geometry differs each time?
This is more of a object orientated approach. Don't know if this is even possible?
Another solution probably would be to put the content in a subnet, but there I only have 4 parameters available and am not so flexible in putting up dynamic scenes .
Cheers,
Georg.
Houdini Indie and Apprentice » Constraints Error
- mooopstar
- 10 posts
- Offline
Hi guys,
I have a strange error with my glue constraints when copying objects to points.
Is there somebody here who has a clue what i m doing wrong?
In the tutorial from Steven Knipping it is working https://www.youtube.com/watch?v=5x-EQ4JtBJM [www.youtube.com] from
I m not quite sure if i oversaw something.
Thanks for your help !
I have a strange error with my glue constraints when copying objects to points.
Is there somebody here who has a clue what i m doing wrong?
In the tutorial from Steven Knipping it is working https://www.youtube.com/watch?v=5x-EQ4JtBJM [www.youtube.com] from
I m not quite sure if i oversaw something.
Thanks for your help !
Houdini Indie and Apprentice » How to export the texture image I create with Heightfield Quickshade?
- lookdev
- 15 posts
- Offline
Houdini Indie and Apprentice » Bullet solver + Glue constraint lead Houdini fatal crash
- Massa1981
- 1 posts
- Offline
I just start a bullet simulation, more precisely wood fracture. I pre-fracture the object first with boolean, then use it as RBD packed geo. The simulation works fine at this stage.
But then, I start building a glue constraint network, applying to a connect adjacent pieces node, create a primitive attribute s@constraint_name and f@strength. When I load this constraint in my RBD sim, I hit the play button, Houdini crash immediately and everything screws up…
Here's my file, My Houdini is 16.0.736(stable version), and my Ram didn't run out as it crashes at the first frame.
Thanks!
Marco
But then, I start building a glue constraint network, applying to a connect adjacent pieces node, create a primitive attribute s@constraint_name and f@strength. When I load this constraint in my RBD sim, I hit the play button, Houdini crash immediately and everything screws up…
Here's my file, My Houdini is 16.0.736(stable version), and my Ram didn't run out as it crashes at the first frame.
Thanks!
Marco
Technical Discussion » UV Seams from mesh intersections
- Alexander_T
- 13 posts
- Offline
Hey guys,
Can someone please tell me if there's a way to create UV seams from geometry intersections? Please see image below, idea being that those planes should split the UV into 8 pieces which I will use to flatten the UV.
Thank you.
Can someone please tell me if there's a way to create UV seams from geometry intersections? Please see image below, idea being that those planes should split the UV into 8 pieces which I will use to flatten the UV.
Thank you.
Edited by Alexander_T - Dec. 14, 2018 18:00:53
Technical Discussion » How to transfer attribute from points to VDB?
- Masaladosa
- 1 posts
- Offline
I have some points scattered on grid and sphere copied to those points, next I convert it to VDB.
I'm using VDB Advect to grow them using VDB Analysis output as speed input. What I want to do is make this blobs grow with different speed and some of them even shrink.
I think I should transfer attribute from points to spheres to VDB to use it as speed for growth… and the last point (spheres -> VDB attribute copy) is where I stuck. Any ideas?
I'm using VDB Advect to grow them using VDB Analysis output as speed input. What I want to do is make this blobs grow with different speed and some of them even shrink.
I think I should transfer attribute from points to spheres to VDB to use it as speed for growth… and the last point (spheres -> VDB attribute copy) is where I stuck. Any ideas?
Technical Discussion » Vellum hair: constraint orientation in DOPS
- JasonSlab
- 1533 posts
- Offline
Hi
Does anyone know if there is a way to constrain hair or cloth(as far as I remember you cant?) to get the same behaviour as using Pin to Animation>Orient Typeame as Position at DOPs level? For example I would like to constrain leaves to branches.
Thanks
J
Does anyone know if there is a way to constrain hair or cloth(as far as I remember you cant?) to get the same behaviour as using Pin to Animation>Orient Typeame as Position at DOPs level? For example I would like to constrain leaves to branches.
Thanks
J
Houdini for Realtime » VAT Sprites Per-Sprite rotation
- AxelMortensenVFX
- 1 posts
- Offline
I don't know if this is some thing that's simple that I'm missing or some thing that's harder than it looks but i haven't seen a post on it yet.
It is possible to give each sprite a random rotation in unreal
It is possible to give each sprite a random rotation in unreal
Houdini Indie and Apprentice » Camera Orientation along it's motion path?
- tomtm
- 123 posts
- Offline
Hi,
how can I orient the camera along it's own path in heading/pitch and bank?
I can't find the displayed curve anywhere as an element to make a look at or similar.
Many Thanks
Tom
how can I orient the camera along it's own path in heading/pitch and bank?
I can't find the displayed curve anywhere as an element to make a look at or similar.
Many Thanks
Tom
Houdini for Realtime » Houdini to Unreal Engine (Houdini Engine) Material Attribute Issue
- trdp90
- 1 posts
- Offline
Hey guys, I am following the unity guard tower tutorial, but I'm using Unreal instead. After recooking in Unreal with Houdini Engine, my materials are not switching out the base houdini material. I even exposed the string parameter to Unreal but I am not able to find what the issue is…
Technical Discussion » UNINSTALL Game Development Toolset Houdini 16
- PhilipPappas
- 10 posts
- Offline
Hello,
how can i remove the installed branch of GameDev Toolset entirely? i wish to install another version and my cmoputer refuses to replace current files for some reason.
Thanks
how can i remove the installed branch of GameDev Toolset entirely? i wish to install another version and my cmoputer refuses to replace current files for some reason.
Thanks
Technical Discussion » Memory issue reading cached simulation on H17.0.416
- davidgonzalez3d
- 5 posts
- Offline
Hi! I'm working on a rigid bodies simulation. For debugging I ended with a fragmented box which I simulate and cache to disk. When importing this simulation (bgeo.sc) in a new hip file (clean file, only create geometry node and file read) and playback in loop memory usage goes up and up so I ended with system memory crash. It's a known bug? does any one have a clue? When I load this cache on Houdini 16.5 Its working as expected without filling my ram. I'm on a Dell 7720 precision laptop with Windows 10. I tested in another workstation on windows 7 and problem persists.
Any help would be apreciate. Thansk.
update: Tested on linux too and getting my ram filled…
Any help would be apreciate. Thansk.
update: Tested on linux too and getting my ram filled…
Edited by davidgonzalez3d - Dec. 25, 2018 05:57:27
Technical Discussion » Colored Smoke losing color with Gas Upres
- JH12345
- 11 posts
- Offline
Hi,
I've spent a few hours trying to work this out but haven't has any luck. As the title states, if I put down a Colored Smoke via the shelf, and add a GasUpres, the upressed pyro loses its colour (turns black). Anybody know if there is a way to re-establish this link and get the original colour into the upres? I worked out a bit of a hack using a volume mix and mixing the colour of my low res into my high res, but wondering if there a proper way…
Thanks for the advice,
J
I've spent a few hours trying to work this out but haven't has any luck. As the title states, if I put down a Colored Smoke via the shelf, and add a GasUpres, the upressed pyro loses its colour (turns black). Anybody know if there is a way to re-establish this link and get the original colour into the upres? I worked out a bit of a hack using a volume mix and mixing the colour of my low res into my high res, but wondering if there a proper way…
Thanks for the advice,
J
Technical Discussion » Programaticaly setting values to volume names for Heightfields
- cs_pix
- 23 posts
- Offline
Hi everyone,
I have a list of string that represents layers.Because these are in an array, they have an index from 0 to 3.
Then, I have some files on disk:
000_000_000.png
000_000_001.png
000_000_002.png
000_000_003.png
Their name is in this format TILEX_TILEY_LAYER.
Now I want to load all of these images as volumes on a Heightfield. I can programaticaly create all the volumes by using the Layer Copy node but in my Volume Wrangle, I want to loop the layer list and set the values of these images into their corresponding volume. For example:
The last line is where I'm blocked. I would like to set the value using the layer name and not the “@” symbol. I would use the setpointattrib() function in a point wrangle but how can I do this in a volume wrangle?
Thx!
C
I have a list of string that represents layers.
["snow", "dirt", "grass", "rock"]
Then, I have some files on disk:
000_000_000.png
000_000_001.png
000_000_002.png
000_000_003.png
Their name is in this format TILEX_TILEY_LAYER.
Now I want to load all of these images as volumes on a Heightfield. I can programaticaly create all the volumes by using the Layer Copy node but in my Volume Wrangle, I want to loop the layer list and set the values of these images into their corresponding volume. For example:
for (int i = 0; i < len(layer_list); i++) { string layer_id = sprintf("%03d", i); string layer_name = layer_list[i]; string image = "000_000_" + layer_id + ".png"; vector sample = rawcolormap(image, u, v); @layer_name = sample.x; // doesnt work because "layer_name" is a variable, not a volume }
The last line is where I'm blocked. I would like to set the value using the layer name and not the “@” symbol. I would use the setpointattrib() function in a point wrangle but how can I do this in a volume wrangle?
Thx!
C
Edited by cs_pix - Dec. 12, 2018 17:13:17
Technical Discussion » Houdini Seg Fault When in Manual Update Mode
- Ashen
- 78 posts
- Offline
I've been having an issue with Houdini seg faulting when editing the node network of a scene while in Manual Update mode. All I have to do is randomly edit items in a network and then change what networks or subnetworks I am in, and after a minute or two I am greeted with the friendly segmentation error dialog. Checking the crash log always reveals the same stack trace. This is happening at my workplace to a bunch of different machines, and happens even when when run separate from studio environment or tools. Any ideas?
Uptime 2279 seconds Tue Dec 11 18:05:56 2018 Caught signal 11 Traceback from 6596 ThreadId=0x00000ac4 CURRENT THREAD 2756 +0x1c83352e [JEDI_View::updateGhostStateOnDirtyObjects] C:\Program Files\Side Effects Software\Houdini 17.0.352\bin\libJEDI.dll +0x1c82cb04 [JEDI_View:puiUpdateData] C:\Program Files\Side Effects Software\Houdini 17.0.352\bin\libJEDI.dll +0x113051b8 [OH_OpHandler::trigger] C:\Program Files\Side Effects Software\Houdini 17.0.352\bin\libOH.dll +0x04db4724 [UI_Queue::processNextEvent] C:\Program Files\Side Effects Software\Houdini 17.0.352\bin\libUI.dll +0x04db24e9 [UI_Queue::drain] C:\Program Files\Side Effects Software\Houdini 17.0.352\bin\libUI.dll +0x04db2878 [UI_Queue::eventLoop] C:\Program Files\Side Effects Software\Houdini 17.0.352\bin\libUI.dll +0x1096c7f0 [AP_Interface::loadWindowGeometry] C:\Program Files\Side Effects Software\Houdini 17.0.352\bin\libSI.dll +0x1096d25d [myWinMain] C:\Program Files\Side Effects Software\Houdini 17.0.352\bin\libSI.dll +0x40001b9a C:\Program Files\Side Effects Software\Houdini 17.0.352\bin\houdinifx.exe +0x778b652d [BaseThreadInitThunk] C:\Windows\system32\kernel32.dll +0x77aec521 [RtlUserThreadStart] C:\Windows\SYSTEM32\ntdll.dll
Edited by Ashen - Dec. 11, 2018 21:29:06
Technical Discussion » How to use pop kill to delete points from last frame
- mannyw
- 31 posts
- Offline
Hey everyone,
So in order to have my vellum source update every frame I have to activate continuous emission. Obviously I don't want geometry to be created every frame. Wondering then if there is a way to possibly use a vex expression in a pop kill to delete points from the last frame and keep points from the current frame.
So in order to have my vellum source update every frame I have to activate continuous emission. Obviously I don't want geometry to be created every frame. Wondering then if there is a way to possibly use a vex expression in a pop kill to delete points from the last frame and keep points from the current frame.
Edited by mannyw - Dec. 12, 2018 18:55:50
Technical Discussion » CloudFX Noise Mask
- Dragon_J
- 2 posts
- Offline
Hello,
I'm making a cloud from a mesh by CloudFX Cloud Rig.
I wonder if it's possible to make cloud noise affect only part of the cloud/mesh?
I see that there's a Cloud Mask Tab but I never managed to make it work and I couldn't find anything on how to use it either online or in the docs.
I'd appreciate if anyone can help out with some advice.
Thanks!
I'm making a cloud from a mesh by CloudFX Cloud Rig.
I wonder if it's possible to make cloud noise affect only part of the cloud/mesh?
I see that there's a Cloud Mask Tab but I never managed to make it work and I couldn't find anything on how to use it either online or in the docs.
I'd appreciate if anyone can help out with some advice.
Thanks!
Technical Discussion » How to add a node after bonedeform?
- dddmod___
- 76 posts
- Offline
When I add nodes after the bonedeform node I lose the fur if some node of the added activated http://take.ms/wr0yg [take.ms]
What is the right way to work with it?
What is the right way to work with it?
Technical Discussion » Puzzle with Mirror
- dddmod___
- 76 posts
- Offline
I attached the feathers with the copy node to my animated model and decided to mirror the second half of the feathers. http://take.ms/d3PW7 [take.ms] I thought it could be done in five minutes. I tried a lot of options and now it seems to me that it is impossible. It is very interesting how Houdini professionals cope with such tasks. Need to write a script?
Edited by dddmod___ - Dec. 10, 2018 15:05:36
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