hello guys, need for help again.
Here is my post last time
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21363 [sidefx.com]
The uv problem is slovled perfectly and really thanks a lot. Now the new problem comes, the quad mesh must be transfer to nurbs patch for each primitive(face), so I use a convert node to do the job. Cause there are some pattern on it which have to be curves. I used a foreach node and a creep node to find the result.The problem is that it seems that the original polygon uv can not match the nurbs surface. The nurbs surfaces random change their directions to give a wrong result. Is it possible to get the right result? Thanks in advance!(the hip file and bgeo is attached)
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Technical Discussion » poly to nurbs direction match
- syzmatrix
- 111 posts
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Technical Discussion » how can I get each primitive's uv become the same?
- syzmatrix
- 111 posts
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Technical Discussion » how can I get each primitive's uv become the same?
- syzmatrix
- 111 posts
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thanks for the great idea.now the problem is getting more interesting. I use the method in my mesh.But the problem is due to some primitive vertex order problem(the primitive is Rectangle).I can not get my mesh get right textured. Can I get the texture right for direction. Maybe should change the vertex order.
I also attach my working bego and hip file. thank you guys very much again.
I also attach my working bego and hip file. thank you guys very much again.
Technical Discussion » how can I get each primitive's uv become the same?
- syzmatrix
- 111 posts
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thank you very much, houdini master!
It is great to get such an useful reply from your post, but I still can not understand the fellowing expressing using in the vertex node, could you give some simple explanation ?
best
It is great to get such an useful reply from your post, but I still can not understand the fellowing expressing using in the vertex node, could you give some simple explanation ?
best
Technical Discussion » how can I get each primitive's uv become the same?
- syzmatrix
- 111 posts
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Hello guys, I have a problem for quads polygon uv mapping, now I am designing an architecture with a lot of panels in diffent size and direction in space, and I want each primitive(face) of the quads textured with the same picture. So for each primitive,the uv points shoud fit into the whole uv window(both u,v is from 0 to 1 for each primitive). What should I do in order to get the result. Thanks in advance.
I attach a simple file,but should treat the null object as the initial input geometry. thanks again.
I attach a simple file,but should treat the null object as the initial input geometry. thanks again.
Technical Discussion » shape defomation from "x" to "o"
- syzmatrix
- 111 posts
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Technical Discussion » shape defomation from "x" to "o"
- syzmatrix
- 111 posts
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Technical Discussion » shape defomation from "x" to "o"
- syzmatrix
- 111 posts
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how can I make a 3d shape whose section is changing from “x” to “o”, like the picture show below, here is the paper by Greg Turk(http://www.cc.gatech.edu/~turk/my_papers/schange.pdf), [cc.gatech.edu] I wonder if it is possible using houdini volumn system to get the same effects. Hope someone could offer some ideas. thanx.
Technical Discussion » twist in curved tape
- syzmatrix
- 111 posts
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Technical Discussion » twist in curved tape
- syzmatrix
- 111 posts
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twist in curved tape
Hi everyone,long time no see. I have a little problem in Houdini. Assuming there is a curve, resampled, transformed,merged and skined,to generate a Tape. Now some of the tape face should be twisted. So how can i get each pair of points and rotate them (their center point is the rotate center and there skined point normal define the construction plane)
thanks in advance.
Hi everyone,long time no see. I have a little problem in Houdini. Assuming there is a curve, resampled, transformed,merged and skined,to generate a Tape. Now some of the tape face should be twisted. So how can i get each pair of points and rotate them (their center point is the rotate center and there skined point normal define the construction plane)
thanks in advance.
Technical Discussion » nail down UV in cloth
- syzmatrix
- 111 posts
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Technical Discussion » nail down UV in cloth
- syzmatrix
- 111 posts
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objective : solve the shot
Recently I am developing a shot inspired by “Masterclass: Crumpling and Tearing”(http://www.sidefx.com/index.php?option=com_content&task=view&id=1540&Itemid=305) [sidefx.com]
In two video called walkawayBeauty.mov and walkawayUVs a piece of cloth was deformed and teared to simulate some kind of destroy effects. The author caculate the distance of the moving point. If it starts moving, it stores the frame number and nails down the UV which is projected to the cloth and it is nolonger moving.
My problem is : how can I nail down UVs to the cloth which starts moving?
thanks in advance.
Recently I am developing a shot inspired by “Masterclass: Crumpling and Tearing”(http://www.sidefx.com/index.php?option=com_content&task=view&id=1540&Itemid=305) [sidefx.com]
In two video called walkawayBeauty.mov and walkawayUVs a piece of cloth was deformed and teared to simulate some kind of destroy effects. The author caculate the distance of the moving point. If it starts moving, it stores the frame number and nails down the UV which is projected to the cloth and it is nolonger moving.
My problem is : how can I nail down UVs to the cloth which starts moving?
thanks in advance.
Houdini Lounge » Is there any architects here
- syzmatrix
- 111 posts
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hi AndersBP:
it is great for your reply, Now I want is not only to design, but also want to use it for some construction design, or at least to communicate with some building infomation design software.
could you give me some information that what you use solidwork and houdini for, can they develop production for design jobs?
it is great for your reply, Now I want is not only to design, but also want to use it for some construction design, or at least to communicate with some building infomation design software.
could you give me some information that what you use solidwork and houdini for, can they develop production for design jobs?
Technical Discussion » mesh to rigid body net
- syzmatrix
- 111 posts
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hi guys, long time no see. Here is a simple problem. I am an designer, and now I get a mesh from cloth simulation. I want convert it to a steel net and do some Stablilty test. Each mesh line will become a steel and connected by Rigid Nodes. Now I do not kown how to do such a simulation, and I want caculate force of each rigid node,using the force information to decide the size of each Components. The obj is attached.
So , could some nice guys do me a little favor? I will be much appreciated.
8)
Technical Discussion » packed circles
- syzmatrix
- 111 posts
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Technical Discussion » fluid_erosion_problem
- syzmatrix
- 111 posts
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Technical Discussion » fluid_erosion_problem
- syzmatrix
- 111 posts
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hi guys,long time no see .
I am trying to get some fluid erosion effects. I use a lot of boxes interacting with fluid. And at each frame I get the fluid speed near each box, transfer it to the center point of the box, then the box with max speed should be deleted. So the effect like the boxes are disappeared frame by frame.
Now the problem comes, I can not keep the state of the boxes in last frame. It always eroded from the first state. What I wish is the boxes are eroded little by little. So how can I keep the shape interact with fluid from frame to frame.
Hope some nice guy can help me. the file is attached.
I am trying to get some fluid erosion effects. I use a lot of boxes interacting with fluid. And at each frame I get the fluid speed near each box, transfer it to the center point of the box, then the box with max speed should be deleted. So the effect like the boxes are disappeared frame by frame.
Now the problem comes, I can not keep the state of the boxes in last frame. It always eroded from the first state. What I wish is the boxes are eroded little by little. So how can I keep the shape interact with fluid from frame to frame.
Hope some nice guy can help me. the file is attached.
Technical Discussion » ray sop----how to get the collision primitive number
- syzmatrix
- 111 posts
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Technical Discussion » ray sop----how to get the collision primitive number
- syzmatrix
- 111 posts
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hi everyone:
I have a simple question about the ray sop. How can I get the number of the collision primitive which ray hit .
I have tried several ways but it not works . Hope some one can offer a help. 8)
I have a simple question about the ray sop. How can I get the number of the collision primitive which ray hit .
I have tried several ways but it not works . Hope some one can offer a help. 8)
Houdini Lounge » Is there any architects here
- syzmatrix
- 111 posts
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thanks guys, the talking is getting more and more hot.
what sr and petzibaerr said are both valuable. Honestly, I do not think side effect will develop CAD function in houdini. So maybe it is a little bit trouble in real project.
But what houdini really interested me is its fast and powerful data transfoming structure, which means we can do a lot of design discovery without programming. In fact, I did some fluid transforming object in Maya, but it seems not so easy in Houdini.
Houdini can help us to discover the interesting things, I think it is the spririt of design.
what sr and petzibaerr said are both valuable. Honestly, I do not think side effect will develop CAD function in houdini. So maybe it is a little bit trouble in real project.
But what houdini really interested me is its fast and powerful data transfoming structure, which means we can do a lot of design discovery without programming. In fact, I did some fluid transforming object in Maya, but it seems not so easy in Houdini.
Houdini can help us to discover the interesting things, I think it is the spririt of design.
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