here's an easy solution but not foolproof…if your many borders are not too close to each other then this works fine, just select your hero point and dial up the tolerance to get your loop.
(your hero point does not actually have to be on an open edge loop)
Of course, when you have 2 loops close together…it may not work.
I know the logic for a foolproof solution but I'm not a coder….maybe someone can do this:
01) in the group SOP to define borders, enable Create Boundary Groups…so say in my case I named the group as borders…with Create Boundary Groups on, it will create extra groups as borders__0,1,2….etc…ie. it will create separate groups for separate holes.
02) in a wrangle, check all groups with names borders__*, using the function haspoint, if it has the hero point..then select all points in that group.
(naturally, this method DOES require the hero point to be on an open edge loop)
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Houdini Lounge » Select unshared edges (border) from a point
- vusta
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Technical Discussion » Vectors facing one Axis
- vusta
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Houdini Lounge » Can Max Creation Graph compare itself to Houdini
- vusta
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not sure what you meant but pre 2018, you ‘install’ the script (MCG) with a few clicks…then it ‘works’…if you tinker with the graph…then you ‘evaluate’ to run the modded graph…For 2018, you simply drag/drop the script say from file explorer into your viewport and it just works…
dunno what you meant by fail tho… bear in mind Houdini is a node based procedural beast right from the start…while MCG is 2 yrs old
dunno what you meant by fail tho… bear in mind Houdini is a node based procedural beast right from the start…while MCG is 2 yrs old
Edited by vusta - 2017年7月13日 08:09:05
Houdini Lounge » Can Max Creation Graph compare itself to Houdini
- vusta
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I posted a friendly ‘challenge’ on odforce to see if someone could do this in Houdini…the effects you see is done with MCG…….yes by me…and no I'm not one for any flame war…I'm into H16 big time now…
(still waiting for someone to show me it can be done, I certainly think it can be done, I just don't know enough VEX yet)
What principles I learnt doing MCG, apply exactly the same in Houdini !!
(still waiting for someone to show me it can be done, I certainly think it can be done, I just don't know enough VEX yet)
What principles I learnt doing MCG, apply exactly the same in Houdini !!
Houdini Learning Materials » setting up parametric groups
- vusta
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In your cloth flag, I've wired the l/r groups as part of the chain instead of leaving it off to the side. Then in autodop, you simply type in the group names that you've defined instead of the full path (you could manually define these too, try simply type in say 0-9 press Enter and you'll see red spheres, constraints, created at those points)
Houdini Learning Materials » setting up parametric groups
- vusta
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your End is set to 900, this is the cause why it didn't work (tho you could reasonable still expected it to work) anyway, leave it at 0 which I think is equivalent to ‘unlimited’.
I've set up the Group By Range to do both left/right sides in one go…I've also referenced the Columns (from the Grid) so that you can change the Grid resolution and it will auto update.
If you want to see the effect one by one, then tick/untick the appropriate ‘tick’, by default, it's showing the result of the bottom one (left side selection)
I've set up the Group By Range to do both left/right sides in one go…I've also referenced the Columns (from the Grid) so that you can change the Grid resolution and it will auto update.
If you want to see the effect one by one, then tick/untick the appropriate ‘tick’, by default, it's showing the result of the bottom one (left side selection)
Houdini Learning Materials » setting up parametric groups
- vusta
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another extremely simple way is with Group by Range…since you know it's every Nth…(in a grid with no holes). For the ‘other’ column, that doesn't at 0, well just offset the start of it…
Edited by vusta - 2017年6月13日 07:07:38
Houdini Learning Materials » setting up parametric groups
- vusta
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so you just want the borders of some geometry right ? (just use Group, untick Base group, enable Include by edges,tick unshared edges, change group type to points, might as well rename Group Name to borders for ease of reading)
Edited by vusta - 2017年6月12日 21:21:42
Houdini Learning Materials » combining-solvers-with-a-multi-solver Tutorial does not work
- vusta
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in your curve1, Untick Close…you also should move the end points closer so they ‘look’ like they're joined…otherwise..when the boxes get to the end, they spray apart
Houdini Indie and Apprentice » H16 Solidify
- vusta
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yeah if you follow the link below the video now…you'll see a file called:
2017.04.05_H16_SOPs_files.zip
This has been ‘cleaned’ up.
Now if you follow the link lower in the comments near the bottom, you'll get an earlier file called:
2017.04.03_H16_SOPs_files.zip
This has many more scene files in there…more at RnD stage I guess….and in here you'll find Solidify example. This is what I explored with when I first studied the video tutorial.
2017.04.05_H16_SOPs_files.zip
This has been ‘cleaned’ up.
Now if you follow the link lower in the comments near the bottom, you'll get an earlier file called:
2017.04.03_H16_SOPs_files.zip
This has many more scene files in there…more at RnD stage I guess….and in here you'll find Solidify example. This is what I explored with when I first studied the video tutorial.
Houdini Indie and Apprentice » H16 Solidify
- vusta
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vustaWhich example are you referring to?
The confusion is Solidify example is using Solid Conform
well…itself….the Solidify sample file provided in the folder called solidify_sop is actually called solid_conform_example.hip…..and as said is using solid conform node. Hence, the confusion.
But I'll settle for solid conform…
Edited by vusta - 2017年5月5日 04:37:00
Houdini Learning Materials » Boolean shatter not working on a complex model
- vusta
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in Boolean, change both A and B to Surface…not Solid
(or at least B to surface because they're nothing but thin sheets..while A can be Solid, I guess)
Also I found that if I polyreduce your shell..keeping 99%…it works..even for both A and B as Solids…it's something with the orig shell geo that it doesn't like…
(or at least B to surface because they're nothing but thin sheets..while A can be Solid, I guess)
Also I found that if I polyreduce your shell..keeping 99%…it works..even for both A and B as Solids…it's something with the orig shell geo that it doesn't like…
Edited by vusta - 2017年5月4日 02:55:52
Houdini Indie and Apprentice » H16 Solidify
- vusta
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Thanks, Jeff Lim also said this on odforce….however, I looked into the Solidify sample file provided and that uses Solid Conform…
So in the video:
https://www.sidefx.com/tutorials/geometry-workflows/ [sidefx.com]
@ 00:11:40 shows new SOPs…..Solidify. So is the Help link above up to date ? or should that say Solid Conform ?
The confusion is Solidify example is using Solid Conform, while the video says there's a new H16 SOP called Solidify.
So in the video:
https://www.sidefx.com/tutorials/geometry-workflows/ [sidefx.com]
@ 00:11:40 shows new SOPs…..Solidify. So is the Help link above up to date ? or should that say Solid Conform ?
The confusion is Solidify example is using Solid Conform, while the video says there's a new H16 SOP called Solidify.
Houdini Indie and Apprentice » H16 Solidify
- vusta
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Hi,
I'm using H16.0.557 Apprentice. Just following one of Jeff Wagner's videos and saw a new H16 node called Solidify. No, Jeff didn't go into details on that node in the video but I just want to play around with it and cannot find it.
Is it only avail in a later version ?
https://www.sidefx.com/docs/houdini/nodes/sop/solidify [sidefx.com]
Thanks.
I'm using H16.0.557 Apprentice. Just following one of Jeff Wagner's videos and saw a new H16 node called Solidify. No, Jeff didn't go into details on that node in the video but I just want to play around with it and cannot find it.
Is it only avail in a later version ?
https://www.sidefx.com/docs/houdini/nodes/sop/solidify [sidefx.com]
Thanks.
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