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HOULY Daily Challenge » Day 2 | Elements: Wind

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Thunderbeast
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 2020年7月2日 18:51:29
Day 2 wind. Or rather wind mill model here
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HOULY Daily Challenge » Day 1 | Elements: Earth

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Thunderbeast
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 2020年7月1日 17:29:39
Very quick terrain. Trying to work fast before I second guess my self into working on small details for 5 hours.

All 3 images use the same nodes but have a different low point in the terrain. The initial shape of the mountains is created in normal geometry so I can control them more, the rest is good old height fields.
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Technical Discussion » Start Orientation Picking - not remapable?

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Thunderbeast
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 2017年12月22日 05:46:45
Today I decided to remap Start Orientation picking to something more comfortable. For some reason whenever I use a non default shortcut I see at the bottom of the viewport “Start orientation picking” but without the snap handles or no reaction at all. I have also tried remapping both and one at a time the 2 “Start orientation picking” shortcuts available. Maybe is there some kind of a hard coded barrier?

All help is appreciated.
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Houdini Indie and Apprentice » Transform along local axis using VEX

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Thunderbeast
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 2017年11月15日 10:45:35
Hello, everyone. I want to manipulate (transform) multiple points (and or primitives) along their local or averaged local axis. I keep reading about quaternions, matricies, dihedral and what not. But I don't understand how to use them and all the tutorials seem to assume you have some understanding of them.
Curently I can only transform with vex as if its a transform node, as in global axis. But even that looks odd for example I rotate along 2 axis at once. (with matrix, rotate/scale/translate expressions)
Edited by Thunderbeast - 2017年11月15日 13:17:20
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Houdini for Realtime » Rop_Games_Baker - Rendering error

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Thunderbeast
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 2017年11月9日 08:19:36
I am playing around with the Game Dev tools, but I got stuck at the Baker.
I tried both with:
Pig head (High poly)+ polyreduce for Low poly version
and
Sphere (polygon mesh)with added uvs.
Example texture destination: $JOB/Desktop/pig/render/pig.tiff .
I tried with 2048, 1024, 516 and 258 resolution settings.

Everytime I get this error

Error rendering child: /out/rop_games_baker1/baketexture



I am on houdini apprentice 15. 16.5.268
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Technical Discussion » How to edit Selectable Templated node in geometry viewer?

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Thunderbeast
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 2017年9月23日 04:57:27
Hey guys and gals! Is there a way to edit the parameters of a selectable templated node without having to click it inside the network viewer. I want to use the interactive options of the nodes not the parameter editor.
While my mouse is over the desired object I can right click->geometry->current. But that's way too slow, especially if I have to jump between nodes to tweak. I tried finding a shortcut for the job, but there is no such thing. I am not that advanced to make my self a script, either.
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Houdini Indie and Apprentice » Reference geometry outside wrangle

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Thunderbeast
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 2017年8月7日 04:46:29
Ahhhhh! How could have I missed the colon sign. I tried adding op to the string but had been missing something. Thanks mate! I have seen people using the merge method but I am a bit of a fan of super clean networks, so in some cases that could cause clutter.
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Houdini Indie and Apprentice » Reference geometry outside wrangle

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Thunderbeast
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 2017年8月6日 10:19:22
When I write inside my wrangle this code my new variable is all 0's.
v@pt = point("../transform1/", "P" , 0);
I could plug the reference node and go on with it, but what if the node was super far away making it not practical.
I know this is a stupid question but I must be missing out on something.
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Houdini Lounge » Select unshared edges (border) from a point

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Thunderbeast
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 2017年8月4日 17:17:11
I made the loop and works like a charm! Oddly enough this is my first solo full-fledged code that isn't 5 line script. I also figured out how to isolate the desired points a lot easier with less vex… but I had to finish the code heavier version!

So here is how I did it:
int is_pt_grp = inpointgroup(0, "pt_starter", @ptnum);

if (is_pt_grp==1)
{

int src = @ptnum;
int end_pt= -1; //-1 so the first loop can start
int pt = src; //destination point and source to look which edge is unshared

int loop[]; // border loop array
int unshared_edge;
int unshared_edge_check = -1;

while (src != end_pt)//the loop will run untill it finds an unshared edge with a destination point that equals our first source point
{
setpointgroup(0, "loop", pt, 1, "set");
unshared_edge = pointhedge(0, pt);
unshared_edge_check = hedge_equivcount(0, unshared_edge);// either 1 or 2

//Goes to the next half edge with the same source point, until it finds an edge that doesn't have an equivalent -it's unshared/border edge
while (unshared_edge_check != 1)
{
unshared_edge = pointhedgenext(0, unshared_edge);
unshared_edge_check = hedge_equivcount(0, unshared_edge);
}

append(loop, pt);
pt = hedge_dstpoint(0, unshared_edge);//to carry on the loop
end_pt = pt; //this will stop the loop if true


}

}
Edited by Thunderbeast - 2017年8月5日 17:24:07
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Houdini Lounge » Select unshared edges (border) from a point

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Thunderbeast
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 2017年7月31日 05:50:24
I wouldn't mind that either . Initially I wanted to split a group that contains all unshared edge loops into its own group loops but I couldn't figure it out for messy topology.
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Houdini Lounge » Select unshared edges (border) from a point

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Thunderbeast
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 2017年7月31日 05:12:18
Yeah, that totally works! Thanks vusta.
But I am stubborn and I want to create the foolproof way. Currently I am thinking of going through all half edges of a point until i find one that doesn't have an equivalent then using its destination point to to the same until i get a destination point that is equal to the my first source point of a half edge. And of course place the points in a group or attribute along the way. I think I found all the vex functions I need (best place to think? the gym ) and now I will try to do it. And of course I will give an update if it works.
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Houdini Lounge » Select unshared edges (border) from a point

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Thunderbeast
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 2017年7月31日 02:31:33
That won't work for me because the loop I need to select in my scene is a high poly sculpt, the cylinder in the pictures was just a simple reference. The picture bellow is the actual edge loop. This specific sculpt has quads only but I want my little asset to work for any messy topology.
Currently I am reading into half-edges and they look promising but I am not there yet.
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Houdini Lounge » Select unshared edges (border) from a point

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Thunderbeast
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 2017年7月30日 10:02:32
Nima, you didn't understand what I wanted to say (or I didn't explain it well enough). I want to get from picture 1 to picture 2
Essentially I want to procedurally find a specific unshared edges loop/border based on a specific point. I have figured out how to find the point I need, but I don't know how to grow the selection to a make a whole loop or make a group node find an unshared edges loop/border that only that point connects to. (doesn't matter if its points or edges since i can convert to one another)
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Houdini Lounge » Select unshared edges (border) from a point

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Thunderbeast
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 2017年7月27日 14:13:53
I have grouped a point at the border of a mesh and i want to select only the unshared edges loop that my selected point is a part of. But there is a caveat! My mesh is triangulated and has unpleasent topology. The pictures give an example of what I want to do.
Edited by Thunderbeast - 2017年7月28日 09:39:33
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Houdini Lounge » Would Houdini be a good fit for my Unreal Engine 4 game?

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Thunderbeast
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 2017年7月27日 13:09:36
As a suggestion the Substance Suite is super cool. I think they even have an indie version like Houdini.
-sculpting/organic (besides zbrush) - 3d coat is cool. Sculptris and Blender offer free organic modelling if you are on a tight budget.
- hard surface - many praise modo but i haven't tried it. But i think anything would do.
- 2d texturing/editing - Photoshop is kind of a default. Gimp if budget is super tight. Affinity is another option - new software, modern, has some cool features over photoshop and you pay only once.
- texturing - Substance Suite . The software is cool, but houdini could probably replace substance designer if needed. I haven't tried making texture in Houdini, though. It could probably do more than designer but it's not tightly specialized so it would happen slower. But don't take my word for it, i am not some super Pro.

Also i don't think the download problem is an issue with sidefx, but on your side. Try another browser or maybe clear cookies .
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Houdini Indie and Apprentice » get all points from Wrangle (detail)

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Thunderbeast
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 2017年7月24日 11:04:37
Just to clarify (my noobness) you're calling point ID's the attribute numbers and point numbers the first column in the geometry spreadsheet. In that case both will have the same value unless there is node before the detail wrangle that changes the numbers.
Also
i@id = @ptnum;
is the almost the same as what i meant to say. Adding an attribute create node set to points with value @ptnum. Sorry for not properly explaining how I add the attribute.
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Houdini Indie and Apprentice » get all points from Wrangle (detail)

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Thunderbeast
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 2017年7月24日 08:21:06
No, I actually need the point id's but then the code remains nearly the same. Just an extra @ptnum attribute beforehand. I forgot that when you delete geometry the point ID's rearrange so i totally dismayed using loops.
Thanks to both!
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Houdini Indie and Apprentice » get all points from Wrangle (detail)

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Thunderbeast
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 2017年7月24日 02:55:38
Isn't @numpt similar to int npoints? I need an array rather then the number of points so I can manipulate that data later.
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Houdini Indie and Apprentice » get all points from Wrangle (detail)

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Thunderbeast
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 2017年7月23日 16:36:45
How can I get all the points from a mesh while in detail mode. Primpoints will return only the pts of a single poly instead of everything. I could use point clouds and nearpoints functions, but they feel too redundant for the job. I also become dependent on the radius.
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Technical Discussion » some Normals facing opposite direction

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Thunderbeast
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 2017年7月18日 02:47:55
I'll agree that most of the time i should be using a threshold but in this case nothing is deformed and all top faces should be planar and perpendicular to the Y axis. I wasn't using a threshold because I wanted to make things totally exact ( even though it doesn't matter in this case). But with 0.99 everything worked like a charm .
Jsmack could you elaborate a bit more on that expression? Why are you converting to cos?
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