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Technical Discussion » Curve Fill node similar to Modo
- Island
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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.
Technical Discussion » Curve Fill node similar to Modo
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Is there a Houdini equivalent of Modo's procedural curve fill operator? It works on one or more curves (and if they have opposite directions, it can cut holes) and has two options: grid and paving. See attachment. Thanks.
Edited by Island - Aug. 28, 2020 19:41:44
Houdini Indie and Apprentice » Best beginner tutorials using Houdini for games?
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I think the Varomix tutorials (lamp project) are the best way of transitioning from some other 3D program to Houdini. People often want to pick up Houdini for destruction, fluids, smoke, or particles and skip over the basics - which is generally a mistake. The Hipflask tutorials are probably the best to get a thorough knowledge of the interface and Houdini terms and techniques, but will take longer to get into actually doing a project than the Mix tutorials. After learning the basics, it is good to pick up real procedural workflows, and Dalvi, Entagma, and others do a good job with these. For FX, Udemy is good.
Edited by Island - Sept. 1, 2020 18:51:55
Houdini Indie and Apprentice » Distribute geo along curve
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If you look at the example attached above, you can choose your number of clones by changing the number of points on the curve resample (change the “segments” value) in the copytopoints or sweep geometry. Because Houdini (unlike every other 3D program) allows one to make node systems that are not necessarily linear, you can use the resample just for the clones and leave the curve as is for some other operation.
Here is a non linear node setup where the curve is used for three different purposes: a continuous sweep as well as two ways of cloning. The number of points on the original curve has nothing to do with either function.
Here is a non linear node setup where the curve is used for three different purposes: a continuous sweep as well as two ways of cloning. The number of points on the original curve has nothing to do with either function.
Edited by Island - Aug. 25, 2020 00:32:33
Houdini Indie and Apprentice » Distribute geo along curve
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Did you try copy to points after resampling your curve? What didn't work with sweep? Here is a file with three different ways of distributing an object along a curve. The object has arrows, so you will see how it gets oriented. I used object merge nodes just to separate the object mesh and curve from the process of cloning along a curve, but one could have just kept it all with the mesh that has the arrows.
Edited by Island - Aug. 24, 2020 17:43:29
Technical Discussion » Polygon vs Mesh
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A mesh is more like a nurb surface with linear interpolation between points. If you look at the polygon numbers with a cylinder set to “mesh” rather than “polygon”, you will see that the sides all have the same number.
Edited by Island - Aug. 24, 2020 12:53:19
Work in Progress » Procedural generator of random castles
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Technical Discussion » Basic chramp question in VEX
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I do see that if I want to use @ptnum/(@numpt-1.0), there are some issues with integer to float conversions, and I need to write the attribute wrangle:
float rampval = chramp("ramp", 1.0*@ptnum/(@numpt-1.0)); @P.x=.075+rampval/5;
Edited by Island - Aug. 17, 2020 18:58:46
Technical Discussion » Basic chramp question in VEX
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Thank you, tamte. That gives exactly the result I wanted.
Just out of curiosity, why did you use the clamp function rather than point number divided by (total points - 1)? Shouldn't they give the same result with a line? These give me exactly the same values:
Just out of curiosity, why did you use the clamp function rather than point number divided by (total points - 1)? Shouldn't they give the same result with a line? These give me exactly the same values:
f@test = @ptnum/(@numpt - 1.0); f@test1 = clamp(@P.y,0,1);
Edited by Island - Aug. 17, 2020 00:31:52
Technical Discussion » Basic chramp question in VEX
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That is perfect. I'm trying to transition to VEX and need to understand it better. Thank you for all the help to those who responded! The VEX version is a lot less messy than the VOP.
Edited by Island - Aug. 16, 2020 19:48:29
Technical Discussion » Basic chramp question in VEX
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Thanks. I made an error above by omitting a decimal point which should be 0.2 multiplication (same as divided by 5) but the ramp still does not seem to work (regardless of whether the ramp is based on @P.y or @ptnum/@numpt):
float py = @ptnum/(@numpt-1.0);
float rampval = chramp(“ramp”, @P.y) / 5.0;
@P.x=.075+rampval;
(I am using straight quotes, but this forum seems to change to curly)
float py = @ptnum/(@numpt-1.0);
float rampval = chramp(“ramp”, @P.y) / 5.0;
@P.x=.075+rampval;
(I am using straight quotes, but this forum seems to change to curly)
Edited by Island - Aug. 16, 2020 18:08:51
Technical Discussion » Basic chramp question in VEX
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Thank you for pointing out the curly quote issue. Changing them to straight double quotes does allow me to add a ramp parameter. Unfortunately, the ramp parameter doesn't seem to actually change the values, the way it does in the VOP assembly.
Technical Discussion » Basic chramp question in VEX
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I thought ramp was a function, and you could click the “create spare parameter” to add the ramp. It seems like there should be a way to do this in VEX rather than depend on a VOP. The VEX code from the VOP suggests that there should a way.
Technical Discussion » Basic chramp question in VEX
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Technical Discussion » Basic chramp question in VEX
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I am trying to replicate a simple attribute VOP in VEX, without all the overhead that I see in the VEX code from VOP. How can I assign a ramp to a parameter in VEX? Here is the file with a switch between VOP and Wrangle. I would like the attribute wrangle to replicate the VOP. The code I am using is:
float py = @ptnum/(@numpt-1.0);
float rampval = chramp(“ramp”, py);
@P.x=.075+rampval*@P.y;
Thanks.
float py = @ptnum/(@numpt-1.0);
float rampval = chramp(“ramp”, py);
@P.x=.075+rampval*@P.y;
Thanks.
Edited by Island - Aug. 16, 2020 12:33:53
Houdini Lounge » Clean up the UV SOP Nodes List/Workflow?
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Uv texture is generally used on a line or curve as you are creating the model. There isn't really an equivalent of that in maya that I know of. If you want to do seams on a finished model, it is uvflatten. If you want spherical, cyllindrical or planar mapping, use uvproject. Uvpelt is mostly an older and less useful way of pelt mapping.
Edited by Island - Aug. 12, 2020 21:47:39
Houdini Lounge » Clean up the UV SOP Nodes List/Workflow?
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Houdini Indie and Apprentice » Exporting format but with textures
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If the UVs are set up properly, it would be easy to recreate the materials in Blender if you exported as an obj file from Houdini Apprentice. It isn't automatic, but so long as you aren't using point color but an actual texture, you shouldn't have any problem. Uv's do get exported with obj files, so you just need to attach the texture maps to the material in Blender the same way you did in Mantra materials.
Edited by Island - Aug. 12, 2020 13:21:29
Houdini Indie and Apprentice » Understanding this effect (rest post, noise)
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Most of your nodes aren't doing anything. Only sphere, rest, and attributevop1 actually contribute to the scene. To see why your turbulent noise is doing what it is, add an bind export node after the turbulent noise so you can see it in the geometry view. You can see just the effect of the turbulent noise (not the rest position), if you wire it up directly without the rest position being connected to the P channel. What you are doing with connecting fval1, 2, or 3 is creating a vector where the x, y, and z values are all the same. They are all the resting x values if you use fval1, all the resting y values if you use fval2, etc. The color ramp really just is changing the single fval2 to a vector(3). You also go outside the range, which is why the bottom and top aren't deforming. That is easily fixed, though (Tornado.hipnc)
Edited by Island - Aug. 4, 2020 19:12:28
Houdini Indie and Apprentice » Usage of Attribute promote
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You can use attribute promote to move an existing point attribute to a polygon attribute, for instance.
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