I find usually with something like this, it's best to revisit how you started off constructing the geometry - from there plan out how you will construct the geometry with the intent to have a corresponding set of ordered primitives(numbering).
Can't suggest what to do in your case as you haven't included a hip file.
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Houdini Indie and Apprentice » How would u sort these prims?
- BabaJ
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Houdini Lounge » Xeons vs I7, the eternal struggle
- BabaJ
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mandrake0
If you are a indie user get some threadripper with 128gb and split the sims. Can't see a better solution that works for that price and over 512gb ram is much cooler( for a indie mostly overkill but it's possible ). GPU are cool but driver issues are sometimes not funny.
Houdini Lounge » Do pyro sims benefit from Dual GPU- Cards ?
- BabaJ
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It would be interesting to know how Houdini takes advantage of more cores with sims/rendering(mantra);
In the context of comparing 16 Core Threadripper 1950X to 32 Core Threadripper 2990WX.
In the context of comparing 16 Core Threadripper 1950X to 32 Core Threadripper 2990WX.
Technical Discussion » Polydraw node discussion (based on sneak peek siggraph 2018)
- BabaJ
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Form what I saw in the polydraw intro video is that it could benefit greatly as is with no further work by just improving the existing construction plane ‘tools’.
* Easily create contruction planes on the fly with the ability to save like as a library with specific name/numbering.
* Objects that can be placed on the construction plane with easy orientation to the construction plane, e.g. make them planar or perpendicular. And abilitiy to translate on the construction plane.
* Able to set views planar/perpendicular to the construction plane and subsets of those viewing orientations.
* Able to set polydraw points to constrained measurement values to objects seen in planar view of the construction plane as if those objects were projected on the construction plane. (Ok sorry, that's a bit much - can't help my SolidWorks background coming in here).
The existing construction plane ‘tools’ already have some functionality towards these points like ‘set orientation picking’.
This allows to do things like set up construction plane relative to polygon faces or whatever other geometry points that can be clicked on.
The next step for that tool would be able to save those construction planes and allow the objects placed on the plane or ploydraw points drawn, curves placed, etc. to ‘inherent’ to orientation of that construction plane.
In the hip I've attached I created a rough embedded asset that creates orientable grids from which construction planes can be made via the ‘set orientation picking’.
But it is very limited because of the lack of orientation to the plane.
I believe that with the above implementation that allows quick creation and orientation to the construction plane many objects can be created quickly with the boolean tools.
When I used to work in SolidWorks I was able to create many organic shapes easily and quickly because of the innate working of the construction planes.
In the hip file the objects created are terrible for an example, but I think it's enough to give an idea.
There's more ‘artist’ types coming to Houdini who just want to use existing tools and make something and not dive into making their own tools, which by the way is completely possible to implement on ones own for my above example.
One ‘niche’ market I can think of that would help with the above is 3D printing.
The construction plane tools and features I mentioned above along with boolean operations helps immensely especially if there is a need for designing parts and pieces, even if organicly shaped in nature, to have specific measurement tolerances, sizes, etc.
Being able to create in Houdini as such for the final product also allows corresponding base scene geometry to created animations, images for promotion material.
Like, say design some LED flashlight prototype, but at the same time illustrate that with a scene showing someone using it camping.
* Easily create contruction planes on the fly with the ability to save like as a library with specific name/numbering.
* Objects that can be placed on the construction plane with easy orientation to the construction plane, e.g. make them planar or perpendicular. And abilitiy to translate on the construction plane.
* Able to set views planar/perpendicular to the construction plane and subsets of those viewing orientations.
* Able to set polydraw points to constrained measurement values to objects seen in planar view of the construction plane as if those objects were projected on the construction plane. (Ok sorry, that's a bit much - can't help my SolidWorks background coming in here).
The existing construction plane ‘tools’ already have some functionality towards these points like ‘set orientation picking’.
This allows to do things like set up construction plane relative to polygon faces or whatever other geometry points that can be clicked on.
The next step for that tool would be able to save those construction planes and allow the objects placed on the plane or ploydraw points drawn, curves placed, etc. to ‘inherent’ to orientation of that construction plane.
In the hip I've attached I created a rough embedded asset that creates orientable grids from which construction planes can be made via the ‘set orientation picking’.
But it is very limited because of the lack of orientation to the plane.
I believe that with the above implementation that allows quick creation and orientation to the construction plane many objects can be created quickly with the boolean tools.
When I used to work in SolidWorks I was able to create many organic shapes easily and quickly because of the innate working of the construction planes.
In the hip file the objects created are terrible for an example, but I think it's enough to give an idea.
There's more ‘artist’ types coming to Houdini who just want to use existing tools and make something and not dive into making their own tools, which by the way is completely possible to implement on ones own for my above example.
One ‘niche’ market I can think of that would help with the above is 3D printing.
The construction plane tools and features I mentioned above along with boolean operations helps immensely especially if there is a need for designing parts and pieces, even if organicly shaped in nature, to have specific measurement tolerances, sizes, etc.
Being able to create in Houdini as such for the final product also allows corresponding base scene geometry to created animations, images for promotion material.
Like, say design some LED flashlight prototype, but at the same time illustrate that with a scene showing someone using it camping.
Edited by BabaJ - Aug. 26, 2018 10:49:10
Houdini Lounge » Reality Capture tools (photogrammetry)
- BabaJ
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Yeah it's pretty painful right now, I can't even evaluate it to determine if we would want to buy it!
They do have a demo version with watermark…or even 3 month option for $99.
Even for myself, it seems reasonable to at least do it on a per project basis.
I would hack around with the watermark to get some workflow…then the 3 month for the actual project.
Houdini Lounge » How many lifetimes have been wasted on deleting the File node?
- BabaJ
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It's a good point..but the irony of it is in my case…right now I'm working on a project where I'm using alot of sim and bgeo data and the opposite would be true if there was no file node….
“How much time would be saved if I didn't have to lay down a file node everytime”.
It just might be that for independents like yourself or me…that yes we do delete that node more often than not.
But perhaps in production houses where many different streams of data are created for projects, that SideFX was thinking in that direction to add a small aid of prepping for many ‘import’ operations.
“How much time would be saved if I didn't have to lay down a file node everytime”.
It just might be that for independents like yourself or me…that yes we do delete that node more often than not.
But perhaps in production houses where many different streams of data are created for projects, that SideFX was thinking in that direction to add a small aid of prepping for many ‘import’ operations.
Technical Discussion » Translating Primitive with maketransform
- BabaJ
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Thank you both Tomas and jsmack. You guys are very helpful here on this forum - it's appreciated.
For those who might search in the future the attached file has both solutions applied.
For those who might search in the future the attached file has both solutions applied.
Technical Discussion » Translating Primitive with maketransform
- BabaJ
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Hi, I have simple set up that uses the maketransform function on a primitive.
The scaling and rotating works fine but doesn't respond to any translation inputs.
I tried ‘casting up’ the primintrinsic from a matrix3 to matrix to be on par with the maketransform.
That doesn't work - I guess it might by manually setting up a matrix from primintrinsic transform data, through trial and error to get the same ‘sequence’ as what the maketransform establishes for the translates, rotates, scale, etc.
If of course that's the issue happening.
Insight is appreciated - Thanks.
The scaling and rotating works fine but doesn't respond to any translation inputs.
I tried ‘casting up’ the primintrinsic from a matrix3 to matrix to be on par with the maketransform.
That doesn't work - I guess it might by manually setting up a matrix from primintrinsic transform data, through trial and error to get the same ‘sequence’ as what the maketransform establishes for the translates, rotates, scale, etc.
If of course that's the issue happening.
Insight is appreciated - Thanks.
Edited by BabaJ - Aug. 19, 2018 16:32:36
Houdini Indie and Apprentice » quicktime movie export?
- BabaJ
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“..converting 100 flipbooks and you end up like wasting an hour of your life for nothing.”
If your making 100 flipbooks…that's the chunk of time your ‘wasting’…doing conversions doesn't take much longer to add in the process.
And you can use ffmpeg in windows environment too. So lots of options to do batch conversions with ffmpeg.
If your making 100 flipbooks…that's the chunk of time your ‘wasting’…doing conversions doesn't take much longer to add in the process.
And you can use ffmpeg in windows environment too. So lots of options to do batch conversions with ffmpeg.
Technical Discussion » decreasing particle size based on its distance to some object
- BabaJ
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Yep…I originally had a solver sop - cause I ‘need’ to practice using them, in my original example.
But in this cause I used the solver to stop the pscale from getting bigger again once the particles move away from the object.
This was based on their current @pscale value ‘or’ their @age; Giving the the net desired effect.
Could have added a bit more indepth conditional in reference to @age and write some code to take into account the different velocities of each particle as well.
But in this cause I used the solver to stop the pscale from getting bigger again once the particles move away from the object.
This was based on their current @pscale value ‘or’ their @age; Giving the the net desired effect.
Could have added a bit more indepth conditional in reference to @age and write some code to take into account the different velocities of each particle as well.
Houdini Indie and Apprentice » How do I insert/add points to a line.
- BabaJ
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“..because when the slope is so steep that it requires 2 or 3 points to be added to one edge, the vex wrangle still only cretaes one point…”
Hopefully there is enough going on in the vex wrangle/hip file to show you that if only adding a midpoint under a certain condition is not enough and you need something more ‘elaborate’ you could do so;
Just takes a bit more coding.
Hopefully there is enough going on in the vex wrangle/hip file to show you that if only adding a midpoint under a certain condition is not enough and you need something more ‘elaborate’ you could do so;
Just takes a bit more coding.
Edited by BabaJ - Aug. 16, 2018 11:28:27
Houdini Indie and Apprentice » How do I insert/add points to a line.
- BabaJ
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What do you mean that it's not very accurate on the steep slopes? When the points are added on the slopes that pass the threshold they are exactly midpoint.
So what is it that you want to be more ‘accurate’?
So what is it that you want to be more ‘accurate’?
Houdini Indie and Apprentice » How do I insert/add points to a line.
- BabaJ
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Ok..so in the attached hip…two examples - one in the red colored netbox and one in the green.
For the red netbox:
One the most simplest of showing some steps to get a new point for a line.
With this method you basically have to remove the line and keep the points, then add the new points and create a new line out of them all.
In this example it's never something you want to do as I have it - but there might be some steps you could use in other workflows.
Keep in mind too that the steps shown could be mixed with sop nodes; like delete and if you need to order your points the sort node.
So just remember that the example is just to show some workings of the various vex functions and not the whole workflow.
For the green netbox:
In this example adding a point to the line is not necessary because your determining what the final ‘line’ is going to be first.
And perhaps this is a good example when working with vex - that doing things upstream can save you steps downstream. Like in this example if I created the new projected line first and then added new points afterward - I'm creating uneccessary work.
In this example I've created a parameter called “Distance Threshold” which is on the vex wrangle node “Projected_Lines_via_Vex”.
This will only add a new point between two points of the anticipated projected line if the distance is greater than a certain distance.
And it doesn't use the ray sop - instead making use of the intersect function.
For the red netbox:
One the most simplest of showing some steps to get a new point for a line.
With this method you basically have to remove the line and keep the points, then add the new points and create a new line out of them all.
In this example it's never something you want to do as I have it - but there might be some steps you could use in other workflows.
Keep in mind too that the steps shown could be mixed with sop nodes; like delete and if you need to order your points the sort node.
So just remember that the example is just to show some workings of the various vex functions and not the whole workflow.
For the green netbox:
In this example adding a point to the line is not necessary because your determining what the final ‘line’ is going to be first.
And perhaps this is a good example when working with vex - that doing things upstream can save you steps downstream. Like in this example if I created the new projected line first and then added new points afterward - I'm creating uneccessary work.
In this example I've created a parameter called “Distance Threshold” which is on the vex wrangle node “Projected_Lines_via_Vex”.
This will only add a new point between two points of the anticipated projected line if the distance is greater than a certain distance.
And it doesn't use the ray sop - instead making use of the intersect function.
Houdini Indie and Apprentice » How do I insert/add points to a line.
- BabaJ
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You don't need to run that through a vex wrangler as you haven't said what the condition/s are for when to add the point and where ( halfway/some ratio of distance).
Otherwise you could just simply create the initial projected line and run it through a resample node - that's the most simplest.
I will do a vex for you later just for your curiosity; Unless someone else does.
Otherwise you could just simply create the initial projected line and run it through a resample node - that's the most simplest.
I will do a vex for you later just for your curiosity; Unless someone else does.
Houdini Indie and Apprentice » How do I insert/add points to a line.
- BabaJ
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I know of two ways you can do that, but I can't show you based on not knowing what are your attributes you plan on using and how you want to apply them specifically.
Provide a hip with your attempt or as far as you can get with your intention.
Because you could create a new polyline between each point, or do you want to keep the original polyline and only place new points on that line ( not having any affinity with the primitive polyline except by location ).
There may be different reasons why you might want to do it one way or the other, depending on your plans downstream.
Provide a hip with your attempt or as far as you can get with your intention.
Because you could create a new polyline between each point, or do you want to keep the original polyline and only place new points on that line ( not having any affinity with the primitive polyline except by location ).
There may be different reasons why you might want to do it one way or the other, depending on your plans downstream.
Technical Discussion » decreasing particle size based on its distance to some object
- BabaJ
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Here's an example using a wrangle (colored red).
You could do the same in Vops..but I'm not versed that - would take me longer.
You could do the same in Vops..but I'm not versed that - would take me longer.
Technical Discussion » decreasing particle size based on its distance to some object
- BabaJ
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Two things.
In your Vop your passing the result of the distance node which is a float into the length node, which takes a vector.
So what happens is the length node takes the one float value and fills all 3 components of the vector needed with that value.
Then it calculates the length of that vector.
Then it gets passed to your compare node which has the threshold value you define.
When that threshold is reached it switches over to your value you defined in your constant node “final_size”.
So it is working as it should.
I'll work out an example a bit later for what you want, if no one beats me to the punch.
In your Vop your passing the result of the distance node which is a float into the length node, which takes a vector.
So what happens is the length node takes the one float value and fills all 3 components of the vector needed with that value.
Then it calculates the length of that vector.
Then it gets passed to your compare node which has the threshold value you define.
When that threshold is reached it switches over to your value you defined in your constant node “final_size”.
So it is working as it should.
I'll work out an example a bit later for what you want, if no one beats me to the punch.
Houdini Lounge » For loops and timeshift
- BabaJ
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Just wanted to say thanks to Tomas for providing examples back in January.
Although I didn't have the same set up or intention to do what mestela was doing - I was having issues trying to get the timeshift to work as intended within Sop loop block nodes.
Those examples helped me try some different configurations to finally get my set up to work.
Although I didn't have the same set up or intention to do what mestela was doing - I was having issues trying to get the timeshift to work as intended within Sop loop block nodes.
Those examples helped me try some different configurations to finally get my set up to work.
Houdini Indie and Apprentice » Growing pts selection by using neighbours function
- BabaJ
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Ok…thought neighbors would list all the connected points of the same line ( in succession ).
Could still loop with the neihbors function as it works and just replace the reference point argument for each iteration.
But in this case since you have ordered point numbers you can do as in the hip file.
Could still loop with the neihbors function as it works and just replace the reference point argument for each iteration.
But in this case since you have ordered point numbers you can do as in the hip file.
Houdini Indie and Apprentice » New Polyextrude and normals
- BabaJ
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