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Technical Discussion » How do i merge/connect points to edge?
- Shadowjonny
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Technical Discussion » how can i fix this overlapping?
- Shadowjonny
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I am getting some overlapping but its normal since the boolean isnt going to get it 100% correct. But how can i add a point/vertex to the edge line since its really just missing that and i just fuse it but procedural, since every intersection as an edge that is missing a vertex in the middle.
Edited by Shadowjonny - April 4, 2019 01:20:30
Technical Discussion » I keep running into problems with boolean and my curve, Help please.
- Shadowjonny
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BabaJ
Ah…ok..you wanted it for the pillars…I added them at the end after the pillars.( it's there in Bunker_Hallway_05.hipnc )
Edit: If you wanted those points for the pillars, you could have used a boolean like you originally tried.
-.- why does it work when u do it. I connected one of my booleans to do that and it doesnt work it just as highlights or it disappears. Oh well xD
Technical Discussion » I keep running into problems with boolean and my curve, Help please.
- Shadowjonny
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Ok got it to work added a Wrangle with the code:
for(int pointsel = 0; pointsel < @numpt; pointsel++) { vector pos = point(0,"P", pointsel); float radius = chf("radius"); int maxp = chi("max_points"); int points[] = pcfind(1,"P", pos , radius , maxp); foreach(int point; points) { vector pointpos = point(1,"P",point); addpoint(0,pointpos); removepoint(geoself(),pointsel); } }
Edited by Shadowjonny - April 3, 2019 03:18:59
Technical Discussion » I keep running into problems with boolean and my curve, Help please.
- Shadowjonny
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BabaJ
There is already 4 points. But I know from your pics you would like for example to have a ‘square’ bottom polygon to ‘reflect’ that there is 4 points?
Just remove the polygon and create 3 new polygons.
I would normally do this in a single vex wrangle…but felt like doing it with sops this time.
cant tell the difference on _05 but i meant on the intersection of the wrangle i need those 4 points to add pillars.
Technical Discussion » I keep running into problems with boolean and my curve, Help please.
- Shadowjonny
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BabaJ
The last file I uploaded does that.
In your original file for your last boolean you tried to input about 26 different pieces as one input (A).
What I did with the loop is input one at a time, feeding back each time the new piece.
i see it does work, thank you for that. Now i just want to add 4 points on the intersection and when i add a boolean it only adds 2 points tho interesting. But thank you for taking the time to help me.
Technical Discussion » I keep running into problems with boolean and my curve, Help please.
- Shadowjonny
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I dont know how the boolean is written in houdini but what i want is this. In Blender: Boolean - intersect - operator - curve
Technical Discussion » I keep running into problems with boolean and my curve, Help please.
- Shadowjonny
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BabaJ
What do you want your boolean to do?
i want my boolean to make a 4 way intersection with clean topology, no added extra points. If u try to intersect the curve or extend it more through out it, the hallway disappears. And i get extra points on the floor idk why i just want a point on each corner on the intersection. And why doesnt it add a edge(yellow marked)there's 2 points there.
Technical Discussion » I keep running into problems with boolean and my curve, Help please.
- Shadowjonny
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BabaJ
Was this what you were hoping for?
Removed your ‘boolean3’ and plugged into ‘boolean4’ from ‘polyfill4’ instead.
no, doing that only keeps that intersection but the rest of the hallway isnt showing. Add or move the curve connected to sweep SOP and the hallway disappears and if u intersect it, sometimes it booleans intersects or if it does it doesnt add some pillars.
Edited by Shadowjonny - April 2, 2019 22:18:30
Technical Discussion » I keep running into problems with boolean and my curve, Help please.
- Shadowjonny
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i keep getting some random points on my second boolean idk why if there isnt any vertex on those area. And my geometry disappears depending on how long or where the points are placed. Could use some help to clear my head why its doing that and a way to solve it.
Houdini Indie and Apprentice » geometry self boolean possible?
- Shadowjonny
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DwarfVader
Boolean does not require input B. If you connect the Boolean node to your Geo, as long as the Resolve Self-intersection box is ticked, you will get what you want - see file attached. Unless I misunderstood your objective.
Somewhat works with the plane only but i was trying to boolean this, When i add the boolean sop the mesh disappears. And when i do use boolean i get 2 points on the plane i dont know why.
Edited by Shadowjonny - April 2, 2019 03:44:33
Houdini Indie and Apprentice » geometry self boolean possible?
- Shadowjonny
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Is it possible to boolean self geometry if its intersecting. Because Boolean SOP as A and B but it doesnt work since it needs a different B or A.
Technical Discussion » VEX: point normal
- Shadowjonny
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jordanhalsey
@N = {0,0,1};
yes, but is there a function that get the first point it hit based on the point normal direction.
Technical Discussion » VEX: point normal
- Shadowjonny
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Is there a function that set or gets the points number normal direction?Or a function that gets the first point from a direction line from the point given direction.
Edited by Shadowjonny - March 14, 2019 01:52:02
Technical Discussion » Learning Houdini need help with clearing my head around wrangles
- Shadowjonny
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Aizatulin
Hi,
in addition here is a wrangle solution.
Went through it thank you for the comments and just what i was looking for.
Also why does the second input line disappear?
Edited by Shadowjonny - March 10, 2019 04:44:18
Technical Discussion » Learning Houdini need help with clearing my head around wrangles
- Shadowjonny
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DSpider
1. Drop in a ‘Line’ node with, say, 7 points.
2. Drop in a ‘Group by Range’ node and link it up with the ‘Line’ node.
3. Change its Group Type to “Points”.
4. Drag the “End” slider to “1” (or manually type it in).
5. Tick the “Invert Range” checkbox.
6. Set the display flag on the “grouprange1” node.
Now you can change the number of points to whatever you want from the “line1” node and you'll always have the last point selected.
You can even use a “Copy to Points” node to copy a sphere there (or another line), but make sure you change the “Target Points” (from the “Copy to Points” node) to say “group1” to only affect that group, because that's the name that's coming from the “grouprange1” node.
Just what i was looking for but i also want to learn on how to do it with wrangles. Thank you tho
Technical Discussion » Learning Houdini need help with clearing my head around wrangles
- Shadowjonny
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So been going through Express functions library and reading on VEX and wanted to use attribute wrangle. But i still feel so confused, what im trying to do is simple i think so. So what im trying to do is i have 2 line nodes, 1 for length and the other for another length but what im trying to do is i want line 2(second line) to be on line 1 last number point no matter how many points i add to line 1. how can i go in about doing that with wrangle?
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