is this what you mean by facing inward ?
So after polyframe2, I think your N are all correctly facing out, doesn't matter if it's out it's all relative.
Then next step is to ensure your tube is facing Z correctly, then align it with max or min Z, one of them is right, the other is wrong depending on your N above.
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Houdini Indie and Apprentice » Troubles orienting objects along curves
- vusta
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Houdini Engine for 3ds Max » Loading asset in max , don't do anything ?
- vusta
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do you have anything in here? or is it empty ?
C:\Program Files\Side Effects Software\Houdini 18.x.xxx\engine\tools
then also check in Options, there are a couple of paths…check them too.
C:\Program Files\Side Effects Software\Houdini 18.x.xxx\engine\tools
then also check in Options, there are a couple of paths…check them too.
Edited by vusta - 2020年1月2日 18:16:15
Technical Discussion » Move object based on current frame
- vusta
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here, your array syntax were a bit off…plus need a solver. You can look in the solver for the fix but get out of the solver to see it running properly.
Edited by vusta - 2020年1月2日 17:58:25
Houdini Engine for 3ds Max » Loading asset in max , don't do anything ?
- vusta
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Technical Discussion » pcsegment. How is it supposed to work?
- vusta
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Technical Discussion » pcsegment. How is it supposed to work?
- vusta
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yes !!!…workaround. Line does not have to be anywhere near Origin.
But it would be nice if SESI would fix the vex function itself.
But it would be nice if SESI would fix the vex function itself.
Houdini Engine for 3ds Max » Loading asset in max , don't do anything ?
- vusta
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yeah but…did you create anything ? there's a dozen assets loaded ready for use…but there's no way known ‘it’ will know what you want to create…So you're in control…pick one and hit Create Object.
Technical Discussion » pcsegment. How is it supposed to work?
- vusta
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the result can be spasmodic when the line in question is far enough away from Origin.
Here's a file to illustrate the bug. Angle can be anything, it works fine…but if the line is
translated away from Origin far enough, result is unpredictable.
I have reported this bug to SESI.
Here's a file to illustrate the bug. Angle can be anything, it works fine…but if the line is
translated away from Origin far enough, result is unpredictable.
I have reported this bug to SESI.
Technical Discussion » Vellum of hard objects hitting soft objects.
- vusta
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Technical Discussion » Vellum of hard objects hitting soft objects.
- vusta
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Houdini Indie and Apprentice » road intersection,why asin function behaves like this
- vusta
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didn't you ask this same question on odforce?
https://forums.odforce.net/topic/44570-how-to-get-angle-out-of-sinangle-asin-doesnt-work/ [forums.odforce.net]
https://forums.odforce.net/topic/44570-how-to-get-angle-out-of-sinangle-asin-doesnt-work/ [forums.odforce.net]
Technical Discussion » voronoi, irregular piece shape
- vusta
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your points are too planar, ie. they're all on the surfaces of the cylinder that you painted on.
This effect is akin to scattering points on a sphere then voronoi, you'll get a bunch of ‘wedges’, ie. they all ‘point’ to the center hence you'd use isooffset.
…anyway, I noised up your planar points…ie. move them up/down randomly. You can tweak the magnitude of the noise to your liking.
This effect is akin to scattering points on a sphere then voronoi, you'll get a bunch of ‘wedges’, ie. they all ‘point’ to the center hence you'd use isooffset.
…anyway, I noised up your planar points…ie. move them up/down randomly. You can tweak the magnitude of the noise to your liking.
Houdini Indie and Apprentice » Inverted boolean selection
- vusta
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here's an illustration of the scattered, not nice, geometry.
With the 1st boolean disabled, you see all the little pieces lying on top of each other, enable the 1st boolean and you'll see the overlapping edges disappear
With the 1st boolean disabled, you see all the little pieces lying on top of each other, enable the 1st boolean and you'll see the overlapping edges disappear
Houdini Indie and Apprentice » Inverted boolean selection
- vusta
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here's an extremely simple case to help you visualise the effect. Always use extremely simple setup to test anything.
So if you toggle between subtract and intersect, you'll see immediately the effect.
In your case, because your cathedral could be a very complexed model made up of floor, columns, walls, windows, arches…etc…etc…It is not ONE watertight model that booleans nicely.
As mentioned above, it's hard to decipher your problem without the file. Maybe after you merged in your cathedral, run a (default) boolean on that by itself to remove any self intersections and hopefully you get a ‘nicer’ homogenous model to then use in your next boolean with the spheres.
So if you toggle between subtract and intersect, you'll see immediately the effect.
In your case, because your cathedral could be a very complexed model made up of floor, columns, walls, windows, arches…etc…etc…It is not ONE watertight model that booleans nicely.
As mentioned above, it's hard to decipher your problem without the file. Maybe after you merged in your cathedral, run a (default) boolean on that by itself to remove any self intersections and hopefully you get a ‘nicer’ homogenous model to then use in your next boolean with the spheres.
Houdini Lounge » rbdsolver
- vusta
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Houdini Lounge » rbdsolver
- vusta
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whenever someone tells me something is identical or exactly…first thing I say to myself is….hmmmm….yeah…nah…
in your red one, instead of rbdsolver, use rigidbodysolver like in the working one…then it works.
in your red one, instead of rbdsolver, use rigidbodysolver like in the working one…then it works.
Houdini Indie and Apprentice » Inverted boolean selection
- vusta
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Houdini Indie and Apprentice » Adding Materials and Textures to Cloths After Cloths
- vusta
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what about BEFORE Cloths ?
ie. sort out your uv/mat..etc..etc…on the initial static geo BEFORE you fed that into cloth. then use point deform to deform that static geo with the result out of vellum.
ie. sort out your uv/mat..etc..etc…on the initial static geo BEFORE you fed that into cloth. then use point deform to deform that static geo with the result out of vellum.
Houdini Indie and Apprentice » Vellum Cloth problem - Multiple stitching / copy to points
- vusta
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your setup is far too complicated for my liking, so did one from scratch.
EDIT: you can change stitch to Weld so that the hangers are stuck on to the surface rather than having a tiny gap with stitch.
EDIT: you can change stitch to Weld so that the hangers are stuck on to the surface rather than having a tiny gap with stitch.
Edited by vusta - 2019年12月18日 16:02:08
Houdini Indie and Apprentice » Houdini Shell Modifier
- vusta
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