Use polyextrude node. Set it to individual elements.
Then under the extrusion tab, activate “transform extruded front”, and play with the scale, that should take in account the different polygons sizes.
If u set the scale to 0, add a fuse sop at the end. So that you fuse together the overlapping points
Cheers
Found 900 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Poking Primitives in Houdini? (Polyextrude Issues)
- Andr
- 900 posts
- Offline
Houdini Indie and Apprentice » Growing a group ?
- Andr
- 900 posts
- Offline
There's a node called group expand in the game developement toolset.
Or if you do it yourself:
use “group promote” node and promote the group to points.
Then add another group promote node, and promote it back to prims (DON'T check “include only elements entirely contained in Original group”)
Or if you do it yourself:
use “group promote” node and promote the group to points.
Then add another group promote node, and promote it back to prims (DON'T check “include only elements entirely contained in Original group”)
Edited by Andr - Nov. 6, 2018 15:47:36
Houdini Indie and Apprentice » multiple conditions in IF statement?
- Andr
- 900 posts
- Offline
I'm sure you can further compress that statement using “dot” only one time, instead of repeating it. But don't rmb how to do.
Houdini Indie and Apprentice » multiple conditions in IF statement?
- Andr
- 900 posts
- Offline
olivierth
For example, how can I simplify those 2 IF statements into a single one:
with the || upright slashes indeed . It means OR
if(dot > a || dot < b)
http://www.sidefx.com/docs/houdini/vex/lang#statements [www.sidefx.com]
Houdini Indie and Apprentice » Adding points with normal direction and up vector
- Andr
- 900 posts
- Offline
Problem is that you create new points in the wrangle, but you don't set any N for them. So by default they will get a N = (0,0,0).
That's why only the first ring of instances has correct orientation.
If you want to set an attribute after you just created a point in a wrangle you have to reference that new point. So better if you assign a variable to it.
int newpoint = addpoint(0, position)
setpointattrib(0, “N”, newpoint, @N);
then you set the upvector for all the points, which houdini reads as default with @up;
add a new wrangle with following line:
@up = set(0,0,1);
That's why only the first ring of instances has correct orientation.
If you want to set an attribute after you just created a point in a wrangle you have to reference that new point. So better if you assign a variable to it.
int newpoint = addpoint(0, position)
setpointattrib(0, “N”, newpoint, @N);
then you set the upvector for all the points, which houdini reads as default with @up;
add a new wrangle with following line:
@up = set(0,0,1);
Edited by Andr - Nov. 6, 2018 15:30:55
Houdini Indie and Apprentice » Workflow to bake vector displacement map?
- Andr
- 900 posts
- Offline
Ah, thanks for the tip!
But I don't quite understand how two so different topologies can have matching UVs.
In this Blender video the guy is able to bake a vector displacement map from a super basic geo.
Probably it has something to do with the special kind of subdivision tool [docs.blender.org] he's using, that “also allows you to edit the new subdivision levels in sculpt mode”.
And this is the baked vector map
Link to the source
https://www.youtube.com/watch?v=vgKjn1mV2hI [www.youtube.com]
But I don't quite understand how two so different topologies can have matching UVs.
In this Blender video the guy is able to bake a vector displacement map from a super basic geo.
Probably it has something to do with the special kind of subdivision tool [docs.blender.org] he's using, that “also allows you to edit the new subdivision levels in sculpt mode”.
And this is the baked vector map
Link to the source
https://www.youtube.com/watch?v=vgKjn1mV2hI [www.youtube.com]
Technical Discussion » How to make a unique array in attribute wrangle ?
- Andr
- 900 posts
- Offline
If u want to dig python, this might be a good chance to try. (it was a good chance for me as I'm python novice)
Basically you convert your array to a “set” (which is an “unordered collection of distinct objects”) and then you convert it back to an array (array and list is the same thing in python)
reference here:
https://stackoverflow.com/questions/7961363/removing-duplicates-in-lists [stackoverflow.com]
I guess in this particular case the performance is the same as you would do it in vex (which can't be parallelized in this case).
Basically you convert your array to a “set” (which is an “unordered collection of distinct objects”) and then you convert it back to an array (array and list is the same thing in python)
myarray = [1, 2, 3, 1, 2, 5, 6, 7, 8] list(set(myarray))
reference here:
https://stackoverflow.com/questions/7961363/removing-duplicates-in-lists [stackoverflow.com]
I guess in this particular case the performance is the same as you would do it in vex (which can't be parallelized in this case).
Edited by Andr - Nov. 6, 2018 10:45:18
Houdini Indie and Apprentice » Making unified noise... more interesting?
- Andr
- 900 posts
- Offline
ps. i tried to upres a lot, and was getting “something”, but had to kill houdini because viewport lag was blocking the entire machine..
I bet that they used mantra to tessellate on render time.
So probably it's not something that u can reach on the viewport, if you have a poor hardware like me..
edit*
This is what I get with 3000x3000 rows\cols, displacement scale reduced to 0.04
We already start to appreciate some features of the noise.
If you increase disp scale to 0.2 everything is already lost in madness of spikes..
Also, also try to check the “complement” parm.
Like in the 6th example they forgot to mention that “complement” was checked.
Some noises change totally appearance if you watch them inverted.
I bet that they used mantra to tessellate on render time.
So probably it's not something that u can reach on the viewport, if you have a poor hardware like me..
edit*
This is what I get with 3000x3000 rows\cols, displacement scale reduced to 0.04
We already start to appreciate some features of the noise.
If you increase disp scale to 0.2 everything is already lost in madness of spikes..
Also, also try to check the “complement” parm.
Like in the 6th example they forgot to mention that “complement” was checked.
Some noises change totally appearance if you watch them inverted.
Edited by Andr - Nov. 6, 2018 10:33:27
Houdini Indie and Apprentice » Making unified noise... more interesting?
- Andr
- 900 posts
- Offline
when I get that kind of “structure-less” output I usually decrease the frequency and the amplitude.
Also the starting resolution of the geo plays a big role, your starting geo looks very low-res.
I guess if you want to maintain that high freq like in the reference, you should go for very high resolution geo and very small amplitude.
Also the starting resolution of the geo plays a big role, your starting geo looks very low-res.
I guess if you want to maintain that high freq like in the reference, you should go for very high resolution geo and very small amplitude.
Technical Discussion » Point translate without loosing geometry
- Andr
- 900 posts
- Offline
Technical Discussion » Point translate without loosing geometry
- Andr
- 900 posts
- Offline
hello here it's my try at it, I used your structure but I believe you could better do it with just a wrangle node, without any for-loop.
Anyway, I really hope it's of any help at all, because I didnt really understand your goal
A couple of considerations:
1) that for loop on the left branch deletes the geometry because you are looping over points.
2) It might be not very efficient to loop over all the points when you need only to work on few ones.
cheers
Anyway, I really hope it's of any help at all, because I didnt really understand your goal
A couple of considerations:
1) that for loop on the left branch deletes the geometry because you are looping over points.
2) It might be not very efficient to loop over all the points when you need only to work on few ones.
cheers
Edited by Andr - Nov. 5, 2018 22:15:39
Technical Discussion » CopyToPoints vs Instance OBJ node with High Point counts
- Andr
- 900 posts
- Offline
Houdini Indie and Apprentice » Workflow to bake vector displacement map?
- Andr
- 900 posts
- Offline
Trying to bake vector displacement maps that I want later to use in Redshift.
I'm sure I'm missing something fundamental with the workflow
I've been able to produce the maps only 1 time (and they seemed not correct), rest of the time I got the following error from the bake texture rop: “No match for object1”.
I guess the low-res object is not matching in some way with the high-res object?
But what is not matching? I guess it's about UVs, as I'm not really sure how to treat them.
Please have look at the example file.
Any help very appreciated,
cheers.
I'm sure I'm missing something fundamental with the workflow
I've been able to produce the maps only 1 time (and they seemed not correct), rest of the time I got the following error from the bake texture rop: “No match for object1”.
I guess the low-res object is not matching in some way with the high-res object?
But what is not matching? I guess it's about UVs, as I'm not really sure how to treat them.
Please have look at the example file.
Any help very appreciated,
cheers.
Technical Discussion » Vellum Subdivision issue
- Andr
- 900 posts
- Offline
Technical Discussion » Quickest / simplest way to give each instance of my HDA a different seed value?
- Andr
- 900 posts
- Offline
Houdini Indie and Apprentice » Bad edges in polygins
- Andr
- 900 posts
- Offline
best if u could upload the problematic geometry, so ppl don't waste time in solutions that would not work.
The only thing I can think of is checking how many neighbors (neighbourcount vex function) for each point. IF < 2 delete point (pt 89 has only 1 connected neighbor)
But that would not work with an open curve. And again, we don't know what kind of geo you have so it's a little bit a shot in the dark.
Cheers!
The only thing I can think of is checking how many neighbors (neighbourcount vex function) for each point. IF < 2 delete point (pt 89 has only 1 connected neighbor)
But that would not work with an open curve. And again, we don't know what kind of geo you have so it's a little bit a shot in the dark.
Cheers!
Technical Discussion » Quickest / simplest way to give each instance of my HDA a different seed value?
- Andr
- 900 posts
- Offline
interesting question.
As you suggested, I also thought of some string manipulation.
Then I rmb about the intrinsic attributes and I thought there was some intrinsic attribute storing the ID of the node. There is actually a “geometryid” intrinsic but I always get “0” as result when I try to read it.
Also, what does “primitivetokens” mean?
As you suggested, I also thought of some string manipulation.
Then I rmb about the intrinsic attributes and I thought there was some intrinsic attribute storing the ID of the node. There is actually a “geometryid” intrinsic but I always get “0” as result when I try to read it.
Also, what does “primitivetokens” mean?
Houdini Indie and Apprentice » Introduce geo into DOPNET at different frames (dopnet impulse activation with an expression?)
- Andr
- 900 posts
- Offline
If you want to read an attribute every frame you can use a POP wrangle and set its source to the SOP node (external to the dop) you want to read from.
I'm novice with DOP, but this is how I read the velocity attribute from a SOP if I need it updated every frame.
I'm novice with DOP, but this is how I read the velocity attribute from a SOP if I need it updated every frame.
Houdini Learning Materials » Houdini attributes
- Andr
- 900 posts
- Offline
Houdini Learning Materials » Vellum - Cloth Self-Interaction/Collisions
- Andr
- 900 posts
- Offline
-
- Quick Links