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Found 24 posts.

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Houdini Lounge » Image to Ramp or something similar?

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Techie
27 posts
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 2025年6月12日 15:28:07
TheSushhh
Techie
Hi ajz3d,

If you need something more procedural, check out my Color Sampler tool:
https://techie.se/?p=houdini_assets&item_num=6 [techie.se]
Really cool tool. Is there a way to apply the selected color sample to a geometry by reading an attribute?
Thanks! Yes, the node outputs a point for each sampled color so you can use that in a wrangle etc. Alternatively, you can copy the sampled colors from a ramp and paste as a relative reference on another ramp used in an Attribute VOP for example.
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Houdini Lounge » Image to Ramp or something similar?

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Techie
27 posts
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 2025年3月20日 16:04:12
Hi ajz3d,

If you need something more procedural, check out my Color Sampler tool:
https://techie.se/?p=houdini_assets&item_num=6 [techie.se]
See full post 

Technical Discussion » Copernicus , Attributes, Filtering

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Techie
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 2024年10月12日 11:03:21
Hi,

Here's one way to do it with OpenCL. It reads the point/prim attribute from the grid point/prim with the same index as the current pixel and writes the value into the output layer.
Hope that helps.
See full post 

3rd Party » SDF from Curves

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Techie
27 posts
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 2024年7月29日 15:23:40
Hi,

Version 1.3 has been released with support for filled closed polylines and for generating a closed polyline from points.

Please note that there's a known issue where closed Bézier curves are sometimes not filled correctly. This will hopefully be fixed in a later version. A workaround can be to slightly move or rotate the points.
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Technical Discussion » Copernicus: SDF from curves gives outline, not fill?

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Techie
27 posts
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 2024年7月24日 02:54:59
Hi Mike_A,

I've released version 1.2 now which supports filled closed Bézier curves.
See full post 

3rd Party » SDF from Curves

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Techie
27 posts
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 2024年7月24日 02:53:20
Hi,

I've released version 1.2 now which supports filled closed Bézier curves.
Support for filled closed polylines will hopefully come in a later version.
See full post 

Technical Discussion » How to get acceptable quality Heightfield Masks?

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Techie
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 2024年7月22日 03:18:08
I'm curious about this as well, I think it's been like this since at least version 17.
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3rd Party » SDF from Curves

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Techie
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 2024年7月21日 13:10:27
You're welcome LukeP!

I've released version 1.1 now which supports adding thickness to the curves and it also auto-detects if the geometry contains closed curves/polylines.
Edited by Techie - 2024年7月21日 13:10:54
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Technical Discussion » Copernicus: SDF from curves gives outline, not fill?

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Techie
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 2024年7月17日 13:04:53
Hi Mike_A,

That's a limitation of my tool, the generated SDF doesn't contain any "inside" values, so there's nothing to fill. I'm checking if support for this can be added.

If you want to fill a closed curve, one way to do it is to append a "Convert" SOP node after the curve (inside the "SOP Import" node) so it gets converted to triangles, then append a "Rasterize Geometry" node after the "SOP Import" to get a filled shape.
If you want control over edge antialiasing and smoothing, append a "Mono to SDF" and an "SDF to Mono" node.

Hope that helps!
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3rd Party » SDF from Curves

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Techie
27 posts
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 2024年7月10日 17:55:05
Hi all,

I've made a new tool called SDF from Curves for Houdini 20.5 Copernicus that generates a 2D signed distance field from Bézier curves, polylines, or points. I hope you'll find it useful when making textures!

https://store.techie.se/l/sdf_from_curves [store.techie.se]
Edited by Techie - 2024年7月13日 06:45:27
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SideFX Labs Tech Art Challenge 2021 » Congratulations to the Winners!

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Techie
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 2021年11月1日 18:04:16
Congratulations everyone, well deserved!
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SideFX Labs Tech Art Challenge 2021 » WIP - Color Sampler [Houdini Utility]

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Techie
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 2021年10月25日 17:23:11
I've updated the asset to version 2.9.

  • It's now possible to display a screenshot of the selected screen in the viewport.
  • Color hue/saturation/value/brightness can now be clamped to a specific range and colors can be removed if they are outside of the range.
  • Various minor changes and fixes.
Edited by Techie - 2021年10月27日 14:04:21
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SideFX Labs Tech Art Challenge 2021 » Best Houdini Utility Entries

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Techie
27 posts
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 2021年9月29日 17:17:30
Hi!

This is my entry to the Houdini Utility category:

Color Sampler

Description
Sampling colors is usually done by manually clicking on an image or the screen, one color at a time.
The Color Sampler asset can automatically sample multiple colors from an image/screen.
Points are generated over the image/screen and then each point samples the color of the nearest pixel.
The colors are then stored in a color ramp.
Manually sampling by drawing on the image/screen is also possible.
It also allows modifying the colors in various ways and the colors can be exported for use in other applications.

Features
  • Sample pixel colors by drawing or generating points on the image/screen and store the sampled colors in a ramp.
  • Resize and blur the image.
  • Sample all pixels between two or more points.
  • Snap points to pixels.
  • Sample raw or filtered (interpolated) colors.
  • Sample unique colors.
  • Sample the most frequent (or dominant) colors by grouping them by similarity or by counting the occurrences of each color.
  • Draw on the screen: manually draw points on one or more screens. Inspect pixels by showing color values, pixel coordinates and sample count next to the cursor. Enable/disable/remove strokes.
  • Draw in the viewport: manually draw points in the viewport to sample the image/screen. Resample and enable/disable/remove strokes.
  • Line sampling: use points on one or more lines to sample the image/screen. Set the line positions using local space coordinates or pixel coordinates which allows for exact positioning, rotate the lines and extend the lines to the image/screen bounds.
  • Grid sampling: use points on a grid or sample every nth pixel of the image/screen.
  • Random sampling: use randomly distributed points to sample the image/screen.
  • Input sampling: use points connected to the input pin of the node to sample the image/screen or keep the existing point colors.
  • Get the average sample color and average image color.
  • Sort colors by hue/saturation/value/brightness.
  • Compare colors using "Lab Delta E CIE94", hue, saturation or value/brightness and remove colors that differ less than a specified value.
  • Override the sampled colors by setting/adding/multiplying the hue, saturation or value/brightness.
  • Translate all of the colors in the ramp and optionally repeat the positions at the start/end of the ramp.
  • Apply noise to the position of each color in the ramp.
  • Scroll through the colors in the ramp.
  • Display samples in the viewport as points/nulls/circles/planes/boxes and as color swatches.
  • Set the sample size to the pixel size.
  • Set the image transparency and filter: "linear" for smoothed colors when zoomed in or "nearest" for a pixelated look.
  • Set the max number of colors that can be stored in the ramp, shown in the viewport and output from the node.
  • Export the colors to an image: either as the swatches shown in the viewport or as they are shown in the color ramp. Set the image size and the number of pixels per color.
  • Export the colors to a JSON text file: store the colors as float values, integer values or hex values and with a color ID.
  • Fully documented parameters.
  • Node type: SOP

Use cases
  • Link the color ramp to other ramps to apply the colors to textures or geometry.
  • Create color themes.
  • Modify existing point colors.
  • Export the colors for use in other applications.



Version: 2.8
Date: 29 September 2021
Edited by Techie - 2021年9月30日 17:05:20
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SideFX Labs Tech Art Challenge 2021 » WIP - Color Sampler [Houdini Utility]

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Techie
27 posts
Offline
 2021年8月29日 17:30:26
Hi!

This is my entry to the Houdini Utility category:

Color Sampler

Description
Sampling colors is usually done by manually clicking on an image or the screen, one color at a time.
The Color Sampler asset can automatically sample multiple colors from an image/screen.
Points are generated over the image/screen and then each point samples the color of the nearest pixel.
The colors are then stored in a color ramp.
Manually sampling by drawing on the image/screen is also possible.
It also allows modifying the colors in various ways and the colors can be exported for use in other applications.

Features
  • Sample pixel colors by drawing or generating points on the image/screen and store the sampled colors in a ramp.
  • Resize and blur the image.
  • Sample all pixels between two or more points.
  • Snap points to pixels.
  • Sample raw or filtered (interpolated) colors.
  • Sample unique colors.
  • Sample the most frequent (or dominant) colors by grouping them by similarity or by counting the occurrences of each color.
  • Draw on the screen: manually draw points on one or more screens. Inspect pixels by showing color values, pixel coordinates and sample count next to the cursor. Enable/disable/remove strokes.
  • Draw in the viewport: manually draw points in the viewport to sample the image/screen. Resample and enable/disable/remove strokes.
  • Line sampling: use points on one or more lines to sample the image/screen. Set the line positions using local space coordinates or pixel coordinates which allows for exact positioning, rotate the lines and extend the lines to the image/screen bounds.
  • Grid sampling: use points on a grid or sample every nth pixel of the image/screen.
  • Random sampling: use randomly distributed points to sample the image/screen.
  • Input sampling: use points connected to the input pin of the node to sample the image/screen or keep the existing point colors.
  • Get the average sample color and average image color.
  • Sort colors by hue/saturation/value/brightness.
  • Compare colors using "Lab Delta E CIE94", hue, saturation or value/brightness and remove colors that differ less than a specified value.
  • Override the sampled colors by setting/adding/multiplying the hue, saturation or value/brightness.
  • Translate all of the colors in the ramp and optionally repeat the positions at the start/end of the ramp.
  • Apply noise to the position of each color in the ramp.
  • Scroll through the colors in the ramp.
  • Display samples in the viewport as points/nulls/circles/planes/boxes and as color swatches.
  • Set the sample size to the pixel size.
  • Set the image transparency and filter: "linear" for smoothed colors when zoomed in or "nearest" for a pixelated look.
  • Set the max number of colors that can be stored in the ramp, shown in the viewport and output from the node.
  • Export the colors to an image: either as the swatches shown in the viewport or as they are shown in the color ramp. Set the image size and the number of pixels per color.
  • Export the colors to a JSON text file: store the colors as float values, integer values or hex values and with a color ID.
  • Fully documented parameters.
  • Node type: SOP

Use cases
  • Link the color ramp to other ramps to apply the colors to textures or geometry.
  • Create color themes.
  • Modify existing point colors.
  • Export the colors for use in other applications.



Version: 2.8
Date: 29 September 2021


Version: 2.9
Date: 27 October 2021
Supported Houdini version: 18.5
Edited by Techie - 2021年10月27日 14:15:17
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Houdini Lounge » Official release of the Houdini Music Toolset (HMT)

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Techie
27 posts
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 2020年6月13日 13:17:13
Very cool Andrew, thanks!
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The Orbolt Smart 3D Asset Store » Procedural rock generator

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Techie
27 posts
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 2017年8月14日 13:39:26
Hi,

I've just released version 2 of my Rock Generator asset.
Major new features include a new type of displacement to generate cracks, greatly improved UV generation for arbitrary meshes and a new material.
You can see more info at http://techie.se/?p=gallery&type=houdini_assets&item_nr=1 [techie.se] and download it from https://www.orbolt.com/asset/Techie::rock_generator::2.0.

Kind regards,
Techie
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The Orbolt Smart 3D Asset Store » Procedural rock generator

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Techie
27 posts
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 2017年1月20日 17:08:12
Hi,

Version 1.7 has just been released with some new features and fixes.
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The Orbolt Smart 3D Asset Store » Procedural rock generator

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Techie
27 posts
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 2016年9月20日 16:45:55
Thanks a lot wildruf!

There's some really nice rocks in that thread, I'll see if I can implement something similar.
See full post 

The Orbolt Smart 3D Asset Store » Procedural rock generator

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Techie
27 posts
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 2016年9月1日 17:09:31
Hi!

I've just released version 1.5 of my Rock Generator asset.
It can generate rocks of various shapes, UV coordinates and textures.

Download link: https://www.orbolt.com/asset/Techie::rock_generator::1.0 [orbolt.com]

Video: https://vimeo.com/181100367 [vimeo.com]

If you have any comments or suggestions, please let me know.
Edited by Techie - 2016年9月1日 17:26:16
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Technical Discussion » Attribute VOP functions

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Techie
27 posts
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 2016年8月29日 15:26:48
In case anyone is wondering, I asked support and they said that the only way to create a function in a VOP network is with a digital asset.
Edited by Techie - 2016年8月29日 15:31:11
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