3 sided poly with different textures - help please

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I want to have rows of 3 sided polygons , 3 across and 3 down

they would make a wall which would have one picture that would cover
across all the polygons, so each poly makes up part of the picture, I hope that is clear. now the polys would rotate randomly and stop so a new texture ( picture) is reveled on the new wall surface

a plus factor, to make it “cooler”,would be if I had some way to move a null that would flip/animate the polys in some type of “wave” fashion, like at the football game. ( i guess I would need more than 3 across and 3 down.

I need help onl how to set this up, Im new to Houdini, so I really need you to spell it out.

thanks so much for all your help and support

ollie
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Can no one help me with this, Im sure it can be done.

thanks for your time!

ollie
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There are so many ways to do flipping billboards.

Take a look at the example file for a start at a couple different ways.

Attachments:
billboard_triangles.hip (687.8 KB)

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Thanks Jeff, that is heading in the right direction, I've attached a quicktime
to show you the “look”, Im going for.

I look forward to your input, a simple file is always great!
Im new to this

ollie

Attachments:
Going_for_this.mov (1.5 MB)

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Oh I thought you wanted triangles. You see with tris you have to fip them 360 or twist them 90 and 180.

With quads, it get's easy.

What you need to do is have a two sided shader.
I will get to this when I am back in Toronto. (In India having a fantastic time showing off Houdini!)
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thanks jeff, still waiting.

when you have ime
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Sorry for the delay.

Here's a simple billboard file that shows how to flip the cards.

I added a two sided component to the default decal material for you as well.

Attachments:
simple_bilboard_flip.hip (1.1 MB)

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hi there,

I know this topic is a little bit old, but I decided to give it a shot anyway
I'm trying to recreate the scene Ollie postet in his further reply:

http://www.sidefx.com/index2.php?option=com_forum&Itemid=172&page=download&id=3775 [sidefx.com]

There are a some problems I encountered and I would be very pleased if somebody could give me a helping hand, I also attached the hipfile!

a) The objects that I copy on the grid points with the copySOP aren't centered to the points even though I centered the objects pivot in the transform SOP one step before.

b) I'm really struggeling applying a texture to the other 2 sides of the objects, what would be the best way to project a texture to faces that run obliquely? If you have a look at my file, you'll know what I mean!
Could this be done procedural, so the texture still matches if I change the resolution of my base grid?

thx & all the best,

Manuel

Attachments:
billboard_manu.hipnc (219.3 KB)

http://vimeo.com/user2522760 [vimeo.com]
http://stormbornvfx.com/ [stormbornvfx.com]
Manuel Tausch
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Hey Manuel,
just had a quick look at problem a).
To me it doesn't seem like your object center is at zero in Y actually before the copy sop. It's lower edge is resting on zero Y.

Will have a better look later.

See ya!
JR Gauthier
Character Animation & Design
www.turboatomic.com
http://www.vimeo.com/user2847970 [vimeo.com]
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If you hit “w” on your keyboard you will see a blue point inside the box, that's the current pivot right? and there is the xyz handle at the edge center, like you mentionned. So what is what?
Simply typing $CEX, $CEY and $CEZ doesn't do the trick and if I type $YMAX/2 in the pivots “py” parameter, at least the blue point moves to the middle. Very strange, I'm confused!
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Manuel Tausch
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I'll have a better look later. But I'm under the impression the pivot is only valid for the transform sop itself…Let's see what experts have to say…
JR Gauthier
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I really made some progress guys!
I managed to place the pivot correctly by some cheating (I moved the object instead of the pivot) and then my friend JR Gauthier came up with the idea to use the attribute transfer SOP to copy to uv's of the front faces to the sides. I used a foreach SOP for this and got some good results
with the only BIG problem that my uv's now are mirrored.
I tried to mirror them back without luck and then tried to mirror the whole face but then the uv's got completely messed up.

I'd appreciate if some expert could have a look at my new scene to tell me what I'm doing wrong, I really have not that much experience in texturing!
(I also put some notes inside the scene so nobody will get confused)

regards
Manu

Attachments:
mirrored_uvws.jpg (70.6 KB)
billboard_manu_edit3.hipnc (269.4 KB)

http://vimeo.com/user2522760 [vimeo.com]
http://stormbornvfx.com/ [stormbornvfx.com]
Manuel Tausch
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Finally!
I got the textures working correctly, I'm a bit relieved now

There is only one problem left:
Inside my scene on the geometry level, there is a red colored foreachSOP called “uv_transfer”. If you dive inside this foreach node, there is a red colored fuseSOP.
I tried to fuse the points back together, but that doesn't work because obviously the uv's get mixed up again, so I bypassed it for the moment.
But it would be nice to fuse the points back together, is this possible somehow?

thanks for any tips,

Manuel

Attachments:
billboard_manu_edit4.hipnc (288.8 KB)

http://vimeo.com/user2522760 [vimeo.com]
http://stormbornvfx.com/ [stormbornvfx.com]
Manuel Tausch
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Really nice Manuel!
Are you going to add the third face to the solution?
So you used point sop for transfering uvs? Seems like it works like a charm..I should have thought about it!

Cheers!
JR Gauthier
Character Animation & Design
www.turboatomic.com
http://www.vimeo.com/user2847970 [vimeo.com]
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thanks man
Actually I don't transfer the uv's through the point SOP, instead I move the whole front face. I moved the ordered points of the front face to the position of the side face (of which I also ordered the points so the $TX2, $TY2 & $TZ2 variables would work) and merge the 2 faces back together!

Like I mentionned, as soon as I activate the fuse SOP, the side uv's get screwed up and I reaaaallly wish someone would provide a solution on how to handle this problem!

Anyway, thanks for all the support, I'm glad I came this far!
http://vimeo.com/user2522760 [vimeo.com]
http://stormbornvfx.com/ [stormbornvfx.com]
Manuel Tausch
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switch both uv_front nodes to vertices instead of points

cheers
Martin
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awesome!
thanks to my good friend Sanostol I could finish my piece,
be sure to have a look at it
Of course there are still plenty of things that one could add to
this setup, but for my part I'm pretty satisfied and ready to move
on to the next project, I learned a lot of stuff, thanks to everyone
who gave me a helping hand, bless you

all the best,

Manu

Attachments:
billboard_manu_final.hipnc (303.6 KB)

http://vimeo.com/user2522760 [vimeo.com]
http://stormbornvfx.com/ [stormbornvfx.com]
Manuel Tausch
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