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Houdini Indie and Apprentice » Polyfill: more than 1 edge loop?
- Andr1
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Houdini Indie and Apprentice » Polyfill: more than 1 edge loop?
- Andr1
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Given a closed curve I'd like to fill it with a cap that has an user defined numbers of edge loops.
The PolyFill node does exactly what I need (when it's in triangle fan mode), except that it allows 1 edge loop only.
So I tried to iterate the polyfill through a “for loop”, BUT, as the image shows, the resulting edge loops are not created at equal distance from each other.
(In case anyone wants to try to fix it, I have attached the project file too)
Any advice very welcome, I'm sure there some node\parameter that I'm not aware of
cheers
The PolyFill node does exactly what I need (when it's in triangle fan mode), except that it allows 1 edge loop only.
So I tried to iterate the polyfill through a “for loop”, BUT, as the image shows, the resulting edge loops are not created at equal distance from each other.
(In case anyone wants to try to fix it, I have attached the project file too)
Any advice very welcome, I'm sure there some node\parameter that I'm not aware of
cheers
Technical Discussion » QT 5 not working on Laptop, only Qt4 - anyone else?
- Andr1
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ndickson
(e.g. 40 seconds to put down a box).
I also experience this kind of behavior from time to time, creating new nodes (even from a scratch scene) is super slow sometimes. Have to restart my windows 7 in order to make it work without lag.
I thought it was just my crappy old computer…. but now I'm reading this… mmmhhh
Houdini Indie and Apprentice » Vop: affect scattered trees scales
- Andr1
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Houdini Engine for Unreal » Vfx in Dakar 18′, motion vectors text being used?
- Andr1
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Houdini Indie and Apprentice » Path Object and Look At Camera Parameters Missing in H16
- Andr1
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mmmhh… now I managed to do the look at.
My problem was that I was following the documentation, not realizing that you can start a shelf tool in two different ways:
1) Without any object selected, once pressed the shelf tool will ask you to select your starting object.
2) With your starting object already selected. The shelf tool will skip to ask for the starting object and follows with the other steps if any (like with the LookAt Shelf).
I was doing 2), but I was following the documentation [www.sidefx.com] which guides you like you are doing 1) instead.
Next time I should pay more attention to the in-viewport guide of the shelf tool I'm using.
Cheers
My problem was that I was following the documentation, not realizing that you can start a shelf tool in two different ways:
1) Without any object selected, once pressed the shelf tool will ask you to select your starting object.
2) With your starting object already selected. The shelf tool will skip to ask for the starting object and follows with the other steps if any (like with the LookAt Shelf).
I was doing 2), but I was following the documentation [www.sidefx.com] which guides you like you are doing 1) instead.
Next time I should pay more attention to the in-viewport guide of the shelf tool I'm using.
Cheers
Edited by Andr1 - 2018年1月17日 18:56:07
Houdini Indie and Apprentice » Path Object and Look At Camera Parameters Missing in H16
- Andr1
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Why such a simple functionality - camera looks at target - is so hard to setup?
Even if I use the lookAt shelf tool, I fail to succeed to do that. I'm feeling super dumb…
These are my steps:
1)I press the LookAt shelf button.
2) I select my camera in the viewport, and press enter.
3) Then I select the target object in the viewport and press enter again.
A constraint network is being created inside the camera object, but the camera doesn't change its orientation at all.
An exclamation mark is visible aside the cam obj, but no error message is displayed inside the info panel..
Even if I use the lookAt shelf tool, I fail to succeed to do that. I'm feeling super dumb…
These are my steps:
1)I press the LookAt shelf button.
2) I select my camera in the viewport, and press enter.
3) Then I select the target object in the viewport and press enter again.
A constraint network is being created inside the camera object, but the camera doesn't change its orientation at all.
An exclamation mark is visible aside the cam obj, but no error message is displayed inside the info panel..
Edited by Andr1 - 2018年1月17日 17:57:28
Houdini Engine for Unreal » Vfx in Dakar 18′, motion vectors text being used?
- Andr1
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Just released and very nice!
Everything done in UE4, except sand and dust VFX done in Houdini.
Last shot shows mad-maxesque sand storm, in slow motion.
Is that achieved using motion vectors [www.sidefx.com]?
My understanding was that with motion vectors you end up with an animated texture material which you apply to a 2d pane, but in the shot the camera is moving in the 3d space and seems not to reveal the (possible) two-dimensional quality of the sandstorm…
Or maybe, to reach the 3d appearance, they just populated a big cascade particle system with lots of motion vector textures as particles, like you would normally do with normal flipbook textures? Can you even do this?
cheers
Everything done in UE4, except sand and dust VFX done in Houdini.
Last shot shows mad-maxesque sand storm, in slow motion.
Is that achieved using motion vectors [www.sidefx.com]?
My understanding was that with motion vectors you end up with an animated texture material which you apply to a 2d pane, but in the shot the camera is moving in the 3d space and seems not to reveal the (possible) two-dimensional quality of the sandstorm…
Or maybe, to reach the 3d appearance, they just populated a big cascade particle system with lots of motion vector textures as particles, like you would normally do with normal flipbook textures? Can you even do this?
cheers
Edited by Andr1 - 2018年1月17日 14:39:02
Houdini Lounge » is all Python created equal, can a course on Python help in Houdini?
- Andr1
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Interesting!
Matthias have you tried the python cities tutorial by any chance?
Matthias have you tried the python cities tutorial by any chance?
Edited by Andr1 - 2018年1月17日 03:29:20
Houdini Lounge » In VEX how to use a variable that has spaces in it?
- Andr1
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Houdini Indie and Apprentice » Geo to Heightfield landscape?
- Andr1
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Houdini Indie and Apprentice » Geo to Heightfield landscape?
- Andr1
- 118 posts
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landscape question:
I want to transfer a geo to heightfield, so that P.y of the geo translates to the height value of the heightfield.
Any idea how to do it?
The “convert heightfield” node converts only one way, landscape -> polys . I'd like to do the inverse.
I want to transfer a geo to heightfield, so that P.y of the geo translates to the height value of the heightfield.
Any idea how to do it?
The “convert heightfield” node converts only one way, landscape -> polys . I'd like to do the inverse.
Houdini Indie and Apprentice » For Each Loop with Attribute Promote and Detail Issues
- Andr1
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Mhhmm, the code works fine if you change the input to 0: the “tempFront” attribute is being set to 1 for every prim.
Maybe you're looking at points in geometry spreadsheet?
Maybe you're looking at points in geometry spreadsheet?
Houdini Indie and Apprentice » For Each Loop with Attribute Promote and Detail Issues
- Andr1
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Hello, it seems that you're trying to get the attribute from the metatada node, which doesn't hold such attribute.
Can't you just use another attribute promote, this time from detail to primitives?
Can't you just use another attribute promote, this time from detail to primitives?
Edited by Andr1 - 2017年9月13日 05:00:41
Technical Discussion » "Make circle" as a SOP?
- Andr1
- 118 posts
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Yes, it would definitely be a nice addition to have a factory node that does that!
cheers
cheers
Technical Discussion » previewing obj files....
- Andr1
- 118 posts
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Houdini Indie and Apprentice » Mapping a texture in a tree
- Andr1
- 118 posts
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Work in Progress » Instant Meshes Bridge Sop
- Andr1
- 118 posts
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it's worth it's worth! thank you guys for putting so much effort into the gamedev tools!
Work in Progress » Instant Meshes Bridge Sop
- Andr1
- 118 posts
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hey thanks a lot, it's very convenient!
I noticed that topology slightly changes if you insert a “null node” or any other node before the otl. Also, it doesn't return back to the original retopo when you delete that node.
Point/prim count changes too: I guess it's not a big deal, but worth mentioning just in case one doesn't use a super solid workflow that takes in account primnum changes..
I couldn't check if that happens as well with the version by Ikruel, because I can't make it work anymore
I noticed that topology slightly changes if you insert a “null node” or any other node before the otl. Also, it doesn't return back to the original retopo when you delete that node.
Point/prim count changes too: I guess it's not a big deal, but worth mentioning just in case one doesn't use a super solid workflow that takes in account primnum changes..
I couldn't check if that happens as well with the version by Ikruel, because I can't make it work anymore
Houdini Indie and Apprentice » How to fix/relax overlapping UVs, procedurally?
- Andr1
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Weirdly the UV unwrap node doesn't seem to unwrap 100% clean, especially with organic meshes.
I often end up with overlapping faces: “UV smooth” and manual smooth brush dont't seem to deal with the problem well, because the smoothing is applied to topologically neighbor points…
How to overcome this problem in a procedural way?
An ideal workflow could be:
1) Procedurally find problematic areas (sort of done in the example file)
2) Fix them (no clue here)
Do you have any advice?
Please have a look at the example file,
or tell me the name of the secret node that already does this
I often end up with overlapping faces: “UV smooth” and manual smooth brush dont't seem to deal with the problem well, because the smoothing is applied to topologically neighbor points…
How to overcome this problem in a procedural way?
An ideal workflow could be:
1) Procedurally find problematic areas (sort of done in the example file)
2) Fix them (no clue here)
Do you have any advice?
Please have a look at the example file,
or tell me the name of the secret node that already does this
Edited by Andr1 - 2017年8月22日 06:16:16
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