thanks Jason,
but it does not help a lot, it is a bit different but not a real solution to my problem. Have you any other ideas?
Cheers
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Technical Discussion » Cookie trouble??
- kgoossens
- 289 posts
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Technical Discussion » Cookie trouble??
- kgoossens
- 289 posts
- Offline
Hello everybody,
I'm trying to make an animated boolean(union) with turning an moving boxes.
6 boxes in total. But I cannot get it stable for the animation. several frames have bad booleans, parts missing, or completely missing.
After each boolean I make sure it is one closed object again using the fuse. but it does not help a lot.
Any idea's? Because it seems really very unstable.
I'm trying to make an animated boolean(union) with turning an moving boxes.
6 boxes in total. But I cannot get it stable for the animation. several frames have bad booleans, parts missing, or completely missing.
After each boolean I make sure it is one closed object again using the fuse. but it does not help a lot.
Any idea's? Because it seems really very unstable.
Technical Discussion » Maxwell renderengine
- kgoossens
- 289 posts
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Already seen this engine? They are planning a port for houdini also.!!
http://www.maxwellrender.com/indexeng.html [maxwellrender.com]
Check the gallery. Amazing renderquality.
http://www.maxwellrender.com/indexeng.html [maxwellrender.com]
Check the gallery. Amazing renderquality.
Technical Discussion » Sweep, skin how to create separate pieces?
- kgoossens
- 289 posts
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Simon
Any reason why you can't just use the sweep sop, on the outputs tab turn on auto skin.
Err.. hmm no. ops: Just have to get used to the program I guess..
Technical Discussion » Sweep, skin how to create separate pieces?
- kgoossens
- 289 posts
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Hi All,
I have a curve, and parametrically I divide the curve up into several pieces by deleting the parts I do not need. So i have now several curve pieces. Now I want for each curve piece a separate skinned piece.
An example would be the crashbarriers around a road. I would want them to be created only in sharp curves.
Any Idea's??
I have a curve, and parametrically I divide the curve up into several pieces by deleting the parts I do not need. So i have now several curve pieces. Now I want for each curve piece a separate skinned piece.
An example would be the crashbarriers around a road. I would want them to be created only in sharp curves.
Any Idea's??
Technical Discussion » how to resample a curve depending on the curvature?
- kgoossens
- 289 posts
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Technical Discussion » how to resample a curve depending on the curvature?
- kgoossens
- 289 posts
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Hi All,
I would like to resample a curve so that it has more divisions with sharp angles and less till virtually zero devisions when it is straight.
I want to use this for the sweep function.
Cheers
I would like to resample a curve so that it has more divisions with sharp angles and less till virtually zero devisions when it is straight.
I want to use this for the sweep function.
Cheers
Technical Discussion » remeshing
- kgoossens
- 289 posts
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Technical Discussion » remeshing
- kgoossens
- 289 posts
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Hi has anyone an idea how to remesh a shape so it has the same polygon structure as a metaball shape. The reason I would like to do this is because I want to apply an vex mountain ontop of an already displaced mesh. This displaced mesh has because of the previous displacement unequal poly densities.
So I tried to put it trough the isosurface sop but I dont think it is usefull for this.
Subdivision is not what I was looking for because I still gives the same problem with the unequal poly density.
Any other Idea's?
So I tried to put it trough the isosurface sop but I dont think it is usefull for this.
Subdivision is not what I was looking for because I still gives the same problem with the unequal poly density.
Any other Idea's?
Houdini Lounge » Understanding Houdini
- kgoossens
- 289 posts
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Simon
You can easily do this just with a cop network, to read in your image sequence, and a point sop with the picni expression in the $TY field.
so
Create a grid
Add a UVtexture sop
Create a cop network with your image in it
Add a point sop to your grid and uvtexture sops
replace $TY with the following
picni(“/img/img1/color1”, $MAPU, $MAPV, D_CLUM)
make sure you edit the path to make where you have your copnwork and file cop.
Thanks Simon. This is indeed a specific example of what I would like to do with it. But what I would like to find out is how I can connect this to any parameter.
So it is like an open tool. for example that I can control the polybevelSOP relative inset. with the same parameter. So that the image controles for each point how wide the inset will be. I tried this expression directly on the relative inset but this does not work. Do you have an Idea how to make this more open to all parameters?
Just because almost all the nodes are able to read group selections i though it might be very usefull to allow groups to have soft selections. Like that one could be able to use an image, or something else to to control individual vertices or primitives for almost any sop.
In max you have a volume select modifier that does exactly what I discribe here. And it is very usefull. Only problem is that 3dsmas is not by far as open as Houdini is.
Houdini Lounge » Understanding Houdini
- kgoossens
- 289 posts
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edward
It's easy enough to do per-point blending using a painted attribute either the Point SOP or a tiny VOP network.
Yes for static things this is usefull. But since Houdini is especially handy for doing procedural stuff this would come in very handy. You would be able to do the vex mountain stuff with just creating a softselection and moving the vertices along their normals. And if you animate the textures you can create the most weirdest effects easily wether you have an image sequence or a procedural shader.
Houdini Lounge » Understanding Houdini
- kgoossens
- 289 posts
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Simon
There are other ways to do stuff with soft falloffs like using a image but they aren't built into the program by default. If you describe exactly what you want I'm sure I (or someone else) could make an otl to do it for you.
Wow thanks Simon, I hope this can be done.
I think it would be a good extension for the group sop that could have an object selecting vertices by projecting a mask image along it's normals
So for example you would create a grid sop have a uv sop and apply a shader. And the intensity values of the shader are used to make a soft or weighted selection.
Houdini Lounge » Understanding Houdini
- kgoossens
- 289 posts
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I also come from traditional software, and although I still start to learn houdini. I seem to me the way a 3d program should be. I think I'll probably buy it once I know it enough to use it into production.
There are still things that could be improved if you compare it to other programs, but isn't that for all of them?
I'm also more a artist then a technical guy, the nodes system is understandable. But you really need to read the help file because it is really different from the “traditional” softwares.
B.t.w. This brings me up to a question I did not find yet a good tutorial or reference for. Im used to work with lightwave a lot for character moddeling. One of it's very handy tools is the fact that you can have falloffs, (weight selection or softselections in other programs) for moving scaling and rotation.
What I would like to do is to use for example an alpha of an image to weight select vertices and to transform them with the weight as a multiplier for the transform.
There are still things that could be improved if you compare it to other programs, but isn't that for all of them?
I'm also more a artist then a technical guy, the nodes system is understandable. But you really need to read the help file because it is really different from the “traditional” softwares.
B.t.w. This brings me up to a question I did not find yet a good tutorial or reference for. Im used to work with lightwave a lot for character moddeling. One of it's very handy tools is the fact that you can have falloffs, (weight selection or softselections in other programs) for moving scaling and rotation.
What I would like to do is to use for example an alpha of an image to weight select vertices and to transform them with the weight as a multiplier for the transform.
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