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Technical Discussion » Controlling a poly wired grid radius with an object
- A-OC
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You can use a group sop, Bounding Regions, Bounding Object, and connect the sphere to the second input to set the attribute of those points also. Remember to do it before the polyWire.
Technical Discussion » Merged polygons
- A-OC
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Technical Discussion » Controlling a poly wired grid radius with an object
- A-OC
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Technical Discussion » Merged polygons
- A-OC
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This is just the simplest example I could come up with. In a regular scene I wouldn't have access to the geometry I'm intending to get. So my question is, what nodes should I append so that I get a clean geometry ? I'm guessing polyDoctor but it has so many parameters that I haven't managed to hit the right combination.
Technical Discussion » Merged polygons
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If I merge a polygon circle with itself and then fuse it, what's the best way to get back the original circle?
Don't say “delete the merge node”, because I just told that joke to myself and it's not that funny…
Don't say “delete the merge node”, because I just told that joke to myself and it's not that funny…
Technical Discussion » How to generate usable texture uv along a line
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Houdini Indie and Apprentice » Visualizing Pyro Cache in render
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Houdini Indie and Apprentice » Dry Ice PyroFX (Firsttime User)
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Technical Discussion » How to generate usable texture uv along a line
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Houdini Indie and Apprentice » Deleting Primitives By Group
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Houdini Indie and Apprentice » Deleting Primitives By Group
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What I understand from you question is that you want to apply different materials to different primitive groups. So if you append a material sop you can just do that. It creates a primitive attribute called shop_materialpath, that stores what material is to be assigned to that face.
Houdini Indie and Apprentice » Deleting Primitives By Group
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Technical Discussion » Sops to cops
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jsmackI'm sure you misinterpreted. If not, maybe a hip file ?
The copnet sop does create a mesh with color from the image.
Technical Discussion » Sops to cops
- A-OC
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OCIO Vex funtions, I'm sure that'd be cool, although for this specific example I don't imagine how they could be helpful, it might be because I haven't had the time or need to get around all the OCIO business.
#2. I'm not sure how that node would work. Look at the cop globals, we need a logic to import data. The most useful are the X and Y positions, analogous to u and v or s and t. So we need to find a correlation between that and world ( object ) space. So what I've done a couple of times before is transform the mesh to uv space and sample attributes from that geometry ( forget the pixel grid I talked about, I got confused with a related experiment ). Of course it needs to have properly laid out uvs.
I'm sorry I couldn't agree more, I'm just trying to be sincere AND constructive at the same time.
Toodles!!!
#2. I'm not sure how that node would work. Look at the cop globals, we need a logic to import data. The most useful are the X and Y positions, analogous to u and v or s and t. So we need to find a correlation between that and world ( object ) space. So what I've done a couple of times before is transform the mesh to uv space and sample attributes from that geometry ( forget the pixel grid I talked about, I got confused with a related experiment ). Of course it needs to have properly laid out uvs.
I'm sorry I couldn't agree more, I'm just trying to be sincere AND constructive at the same time.
Toodles!!!
Technical Discussion » How to generate usable texture uv along a line
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If you post a sample hip file I'm pretty sure I could fix it. You might need to resample and transfer back the u attribute or just use the resampled curve.
Technical Discussion » How to generate usable texture uv along a line
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Technical Discussion » Sops to cops
- A-OC
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Houdini Lounge » RFEs voting
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Technical Discussion » Sops to cops
- A-OC
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Coming from this one https://www.sidefx.com/forum/topic/51410/ [www.sidefx.com] so I don't hijack my own thread.
I got lucky because I could get the world position from the uvs. In the case of an arbitrary mesh I'd make a grid if points in world space that represent the pixels, do the tricks in sops and then bring the colors to cops.
I got lucky because I could get the world position from the uvs. In the case of an arbitrary mesh I'd make a grid if points in world space that represent the pixels, do the tricks in sops and then bring the colors to cops.
Houdini Lounge » RFEs voting
- A-OC
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I mean, you can already access sop data in cops in a vopcop, so if you need help in achieving something I could post a hip file.
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