1) Is there an HDA that will provide symmetrical loop cuts? The lack of a symmetry option in poly split is a major limitation to modeling in Houdini. For example, if one makes a tube and wants to add loop cuts at the bottom and top 10%, one has to either use a workaround, like polyextrude caps, use clip and mirror nodes, or create one polysplit at 10% and the second at 100/9%.
2) Creating an edge loop is easy, as is converting edge/point/polygon selections but is there an easy way to select a polygon loop if one has selected two adjacent polygons? This is pretty standard in other 3D programs.
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Technical Discussion » symmetrical loop cut and polygon loop
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Technical Discussion » Equivalent of Modo's falloff
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Thank you. I wonder why multiplying a scalar by a vector requires a certain order. In mathematics, that is commutative/equivalent.
Edited by Island - June 17, 2021 16:00:15
Technical Discussion » Equivalent of Modo's falloff
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By the way, rather than use normal, I tried the following code, but it gave error messages. Do you know what is wrong?
float u = relbbox(0,@P).y; float r = chramp('ramp', u); v@outward={@P.x, 0, @P.z}; @P += r * @outward;
Edited by Island - June 17, 2021 13:14:28
Technical Discussion » Equivalent of Modo's falloff
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That is perfect! Thank you. This is what I was trying to do (your node was renamed "ShapeTire")
One quick question though. According to SideFX help, relbbox(position) is going to be deprecated. Should this be written as relbbox(0, @P)?
One quick question though. According to SideFX help, relbbox(position) is going to be deprecated. Should this be written as relbbox(0, @P)?
Edited by Island - June 16, 2021 18:34:18
Technical Discussion » Equivalent of Modo's falloff
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How would I create the equivalent of a modo falloff in VEX to do the following:
I have a tube oriented vertically (along y axis).
I want to move points outward along normal direction according to a ramp that depends on the @P.y position, and then adjust the ramp.
I know it should be simple, but I must be missing a step in what I've tried. Thanks.
I have a tube oriented vertically (along y axis).
I want to move points outward along normal direction according to a ramp that depends on the @P.y position, and then adjust the ramp.
I know it should be simple, but I must be missing a step in what I've tried. Thanks.
Houdini Indie and Apprentice » Houdini Indie Saving File As Non Commercial
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You can also go to Houdini or orbit's site, log in and convert the file from apprentice to indie version.
Houdini Indie and Apprentice » Mantra takes 45 min to render 640x360 donut model
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Karma has not been a good solution for me. It causes a lot of crashes on my Mac Pro 2019 computer running Big Sur. Mantra is slower but very stable.
Edited by Island - March 28, 2021 17:54:35
Houdini Lounge » Request to have CAD import surface in Houdini
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I use rhino or moi3d to convert CAD formats to a reasonable polygon mesh. Solidworks and fusion and onshape all can export formats that can be imported in rhino or moi.
Houdini Indie and Apprentice » Mantra takes 45 min to render 640x360 donut model
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smbell25 seconds on my 2019 Mac Pro. Are you using Apprentice by any chance? I've heard that may be different from Indie on a Mac.
I am running into a very similar situation here with an AMD Ryzen 9 5950x machine that I just built.
Rendering this simple scene with a handful of spheres and a single HDR or EXR image as an environment light takes a really long time to render. I'm talking about almost two hours using the default mantra settings. If I open the same scene at my office on an 8 year old dual Intel xeon machine which is less than half the speed, it renders in about 20 seconds. Converting the HDR image to a .rat file solves the issue on my AMD machine and it renders in 8 seconds.
I understand .rat files are better optimized, but this seems like there is an issue with AMD machines and the handling of HDR/EXR images as environment lights in Mantra.
Can anyone with an AMD machine try to render this test scene?
Edited by Island - March 21, 2021 23:47:28
Houdini Lounge » Would Houdini be overkill for me? (Static form creation)
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Houdini would be great for that. Grasshopper/rhino is a good semi procedural CAD system (but surprisingly lacks even the procedural features of solidworks or fusion for anything mechanical) and does not have any advanced rendering. Unless you plan to actually build something, I would avoid a CAD workflow.
Michael Gibson, one of the creators of Rhino, who now develops moi3d, said this in February: "basically with the "fill in patch by patch" strategy it's a dying art form even in programs with multi-sided G2 continuity blending because it's so sensitive. Just having G2 continuity by itself doesn't do enough, even if a surface is G2 to another right at an edge, if the surface curvature changes too much in a localized area around the boundary it will leave some visible evidence of the patch topology in the model."
He recommended polygon modeling, such as done in Houdini and many other programs for organic shapes.
Michael Gibson, one of the creators of Rhino, who now develops moi3d, said this in February: "basically with the "fill in patch by patch" strategy it's a dying art form even in programs with multi-sided G2 continuity blending because it's so sensitive. Just having G2 continuity by itself doesn't do enough, even if a surface is G2 to another right at an edge, if the surface curvature changes too much in a localized area around the boundary it will leave some visible evidence of the patch topology in the model."
He recommended polygon modeling, such as done in Houdini and many other programs for organic shapes.
Edited by Island - March 15, 2021 16:13:40
Houdini Indie and Apprentice » Is this way ok for modeling
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You can visualize your topology in Houdini to check for quads:
Edited by Island - Nov. 19, 2020 12:19:30
Houdini Indie and Apprentice » Is this way ok for modeling
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There is no problem modeling from lines, but the rules of good topology still apply. You can sometimes ignore these rules if you will not be subdividing the model, as is often done with booles and looping. Your model has ngons, which I would avoid personally.
Houdini Lounge » Mac Pro with Radeon Pro W5700X. Will it work?
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Houdini Lounge » 18.5 Daily Builds
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I hope they will fix the instability issues with V18.5. I get a lot of crashes opening up files created in Houdini 18.0 that have hda's. Fortunately, I can open them with older versions of Houdini without problems.
Houdini Indie and Apprentice » Question in regards to export options in Houdini Apprentice.
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Right mouse click the last node and select “save” and name it Filename.obj . Make sure it is saved to a directory that exists.
Houdini Indie and Apprentice » Procedural edge selection? Or another way...
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Edge selections procedurally are more difficult in Houdini than other programs like Modo, as they are kind of second class citizens to points and primitives. For instance, edges can't have attributes. Often it is easiest to procedurally select points or primitives and then use a group promote to convert them or their boundary to edges.
Technical Discussion » Direct Modelling
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Yes, it is worth learning direct modeling. The number of nodes you create does not matter, but you need some organization (proper naming, networks, node shapes and colors, notes, sticky notes, subnetworks, object merges when the lines get overwhelming, etc.) or else the node tree can get confusing. I recommend the free hipflax tutorials for some suggestions on that. One of the issues with Houdini is that it is not very forgiving of half understanding concepts. You can get away with that using other 3D programs, but it will come back and bite you in Houdini.
If you really don't want to look at nodes, you can freeze a node or right click and export as a bgeo (or obj) file and then replace the node tree with a file node that imports that bgeo.
If you really don't want to look at nodes, you can freeze a node or right click and export as a bgeo (or obj) file and then replace the node tree with a file node that imports that bgeo.
Edited by Island - Sept. 3, 2020 20:34:02
Houdini Indie and Apprentice » particle emitter problem
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Houdini Indie and Apprentice » particle emitter problem
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I'm trying to create a constant particle emitter and must be making a stupid mistake. The birth seems to overlap so that I get particle doublets each second. What am I doing wrong? Thanks.
Edited by Island - Sept. 2, 2020 20:16:55
Technical Discussion » Curve Fill node similar to Modo
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Thank you for the reply, Aizatulin. Modo's curve fill is not restricted to planar curves, but the polygons created will be all in one plane. The procedural node does create all quads, whether “grid” or “paving” is selected, and one has the option of picking flat “face”) or subdivided interpolation. The triangulate example you gave is useful, but generally I like to work with quads. That is an issue with Houdini's remesh and unfortunately, the Labs tool for quadremesher still does not work on OSX.
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