Hi,
What I would like to have in the Houdini Instancer Manager UI in Unity is predefined slots for possible objects instancing.
Currently, the Instancer will display only slots for object it knows exists. For example, if I am building a wall and by default, wall pieces are 50 meters only. Then I will have only one slots available which an instance slot for a 50 meters object.
But the user can change parameter on the wall and this could generate wall pieces of different sizes. 20 meters for example. In realtime, the Instancer will add the 20 meters object slots if the user manage to generate a 20 meters wall piece by playing with the settings of the asset.
But the Instancer doesn't know this 20 meters slots from the start. Since by default all my pieces are 50 meters.
What I want is to be able to generate these slots from the start. 50, 40, 30, 10 meters. Even if the Instancer makes no use of these size, a user could fill in these slots with the appropriated mesh before playing with settings.
How could I create slots for Unity meshes. Maybe use static Houdini UI? Is it possible to create a Houdini parameter that can take a Unity mesh as input for instacing?
Thx!
Christian
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Houdini Engine for Unity » Instancer slots...
- cspix
- 9 posts
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Technical Discussion » Redirecting the Houdini Console...
- cspix
- 9 posts
- Offline
Hi,
I use Houdini in a production environement and the console always show up on startup as well as when I use print in python or VEX.
I would like to know if there is a way to redirect this important feed into a dockable panel. I could put it under my details view and I would have to manage the placement of the console window all the time……
Thx
C
I use Houdini in a production environement and the console always show up on startup as well as when I use print in python or VEX.
I would like to know if there is a way to redirect this important feed into a dockable panel. I could put it under my details view and I would have to manage the placement of the console window all the time……
Thx
C
Technical Discussion » Using VOP nodes to create points...
- cspix
- 9 posts
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Thx, the Bind trick worked perfect…
The idea behind what I'm trying to achieve is to place geometry (houses) along a polygon curve. Each geometry has a length that can change. The length cannot really be predefined that much as it would put a constraint on the artists.
The idea behind what I'm trying to achieve is to place geometry (houses) along a polygon curve. Each geometry has a length that can change. The length cannot really be predefined that much as it would put a constraint on the artists.
Technical Discussion » Using VOP nodes to create points...
- cspix
- 9 posts
- Offline
Hi,
I want to create points in a vector's direction using vop nodes. What I already have is a geometry node with 1 points that has “P” and “edge_dir” attributes.
My first try was using a VOP SOP and an Import Attrib node but it seems you cannot create geometry (add points) with it, just modify them.
My second try is using a Attrib VOP. I can create the points but in there but I can't figure out how to get my “edge_dir” attribute. I tried Get Attribute node but it always return {0.000000,0.000000,0.000000}……. And of course, the Import Attrib node is not available in a Attrib VOP…
So I'm stuck between a VOP SOP where I can get my attribute but not create points and a Attrib VOP that can create geometry but can't get my attribute…
So, how would you guys do it? How do you access a custom point attribute inside a Attrib VOP?
What for? I need to create points at random predefined interval 1, 1.5 or 2 meters between 2 points, using the edge direction attribute. Maybe there is a better way but Resample and Refine don't allow you to add points at random interval. (to my knowledge)
Many thx!
C
I want to create points in a vector's direction using vop nodes. What I already have is a geometry node with 1 points that has “P” and “edge_dir” attributes.
My first try was using a VOP SOP and an Import Attrib node but it seems you cannot create geometry (add points) with it, just modify them.
My second try is using a Attrib VOP. I can create the points but in there but I can't figure out how to get my “edge_dir” attribute. I tried Get Attribute node but it always return {0.000000,0.000000,0.000000}……. And of course, the Import Attrib node is not available in a Attrib VOP…
So I'm stuck between a VOP SOP where I can get my attribute but not create points and a Attrib VOP that can create geometry but can't get my attribute…
So, how would you guys do it? How do you access a custom point attribute inside a Attrib VOP?
What for? I need to create points at random predefined interval 1, 1.5 or 2 meters between 2 points, using the edge direction attribute. Maybe there is a better way but Resample and Refine don't allow you to add points at random interval. (to my knowledge)
Many thx!
C
Technical Discussion » Breaking Primitives based on color...
- cspix
- 9 posts
- Offline
Technical Discussion » Curve Unioning (yeah, unions of curves)
- cspix
- 9 posts
- Offline
Hi,
I feel like a completely clueless person when working with Houdini but, even with a difficulty level so high, I'm not giving up so…
When I'm trying to achieve is creating union out of circle curves. In the attached image you see multiple Circle SOP copied using the Copy SOP on some Scatter SOP points.
The circle intersect between each other and what I would like the final to be is a curve like the red markings on the image (sorry for the bad painting).
I tried ForEach with Cookie, Trim, Project, Curvesect, name it…
Anyone has a better (working) solution?
Many thx!
C
I feel like a completely clueless person when working with Houdini but, even with a difficulty level so high, I'm not giving up so…
When I'm trying to achieve is creating union out of circle curves. In the attached image you see multiple Circle SOP copied using the Copy SOP on some Scatter SOP points.
The circle intersect between each other and what I would like the final to be is a curve like the red markings on the image (sorry for the bad painting).
I tried ForEach with Cookie, Trim, Project, Curvesect, name it…
Anyone has a better (working) solution?
Many thx!
C
Technical Discussion » Breaking Primitives based on color...
- cspix
- 9 posts
- Offline
Hi,
I have 4 strips of primitives. All of them have different groups of colors assigned to their faces.
What I'd like to do is “break” those sets of colors into their own separate piece of geometry, so that based on the image I posted, I would get 13 pieces.
If you want to know, the pieces will be used to trace the contour and build curves with the contour.
Thx!
I have 4 strips of primitives. All of them have different groups of colors assigned to their faces.
What I'd like to do is “break” those sets of colors into their own separate piece of geometry, so that based on the image I posted, I would get 13 pieces.
If you want to know, the pieces will be used to trace the contour and build curves with the contour.
Thx!
Technical Discussion » Creating curves using open edges...
- cspix
- 9 posts
- Offline
tmdag
connectivity sop might help you with that - it will create attribute based on connectivity, then you can group objects. then you can use partition sop to create groups based on that attribute
This worked like a charm. Many thx to you sir!
C
Technical Discussion » Creating curves using open edges...
- cspix
- 9 posts
- Offline
Hi,
I have a geometry (a grid with mountain sop), and I deleted primitives on it in a cross pattern.
So visually, my geometry is separated in 4 pieces. I want to create a curve using the contour or open edges of each 4 parts.
I've managed to find a few ways, using Groups and Add sop but the curve jump from one piece to another since all 4 pieces are in the same group.
Is there a better way to created a curve based on open edges? If not, how can I use the Group sop to create 4 groups, one for each of my 4 pieces?
Thx!
C
I have a geometry (a grid with mountain sop), and I deleted primitives on it in a cross pattern.
So visually, my geometry is separated in 4 pieces. I want to create a curve using the contour or open edges of each 4 parts.
I've managed to find a few ways, using Groups and Add sop but the curve jump from one piece to another since all 4 pieces are in the same group.
Is there a better way to created a curve based on open edges? If not, how can I use the Group sop to create 4 groups, one for each of my 4 pieces?
Thx!
C
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