My test subject burro, codename 'burrito', growing into mega-burrito.
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MARDINI Daily Challenge 2021 » Day 2 Animation | Motion | Grow
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- Hans Palacios
- 57 posts
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MARDINI Daily Challenge 2021 » Day 1 | Motion | Bounce
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- Hans Palacios
- 57 posts
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Houdini Indie and Apprentice » using attribute from map to put on box sides
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- Hans Palacios
- 57 posts
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If you haven't already, try a UV Unwrap followed by a UV Layout node (with Stack Identical Islands enabled) before the Attribute From Map. For a cube, it should stack all the sides on top of each other so they share the same texture.
Work in Progress » Procedural Buildings- First Houdini Project
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- Hans Palacios
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I like the diversity in the building variations like the heights, window placements, wall features, etc. in the presentation; it really showcases the procedural aspect of the building model. Keep up the good work!
Technical Discussion » Fusing polylines
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- Hans Palacios
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There are a probably a few different ways to approach this and may vary on the specific conditions, but here are some strategies I've used. File attached with these examples.
For superimposed polylines by themselves, I basically merge the lines, isolate the points, and then rebuild the polyline. To keep all of the merged points sorted along the line, Edge Transport can generate a point attribute that maps its location consistently.
For geometry with coincident edges, I've used Poly Bridge to have it build the geometry to reconcile the differences in the point locations between 2 different edges. Another option I've explored is Edge Divide followed by a Fuse to essentially build the matching points to fuse them together.
In any case, these are some that have worked for me, but I would be curious to know if there are strategies that have worked for others.
For superimposed polylines by themselves, I basically merge the lines, isolate the points, and then rebuild the polyline. To keep all of the merged points sorted along the line, Edge Transport can generate a point attribute that maps its location consistently.
For geometry with coincident edges, I've used Poly Bridge to have it build the geometry to reconcile the differences in the point locations between 2 different edges. Another option I've explored is Edge Divide followed by a Fuse to essentially build the matching points to fuse them together.
In any case, these are some that have worked for me, but I would be curious to know if there are strategies that have worked for others.
Houdini Indie and Apprentice » Extruding Heightmaps/Noise
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- Hans Palacios
- 57 posts
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If I understand correctly, the aim is to have each primitive in the grid extruded and to have the extrusion be scaled relative to the height map color for the corresponding grid primitive. If so, you might try the following using the current setup that you have in your screen capture:
Attribute Promote
-To promote @Cd from a point attribute to a primitive attribute.
PolyExtrude
-Divide Into: Set this to Individual Elements so that each grid primitive extrudes independently.
-Distance: Set to some value greater than 0.
-Local Control Tab > Distance Scale: Enable this local attribute and set it to Cd. This will use the color value from the height map to scale the extrusion Distance parameter that you set.
Attribute Promote
-To promote @Cd from a point attribute to a primitive attribute.
PolyExtrude
-Divide Into: Set this to Individual Elements so that each grid primitive extrudes independently.
-Distance: Set to some value greater than 0.
-Local Control Tab > Distance Scale: Enable this local attribute and set it to Cd. This will use the color value from the height map to scale the extrusion Distance parameter that you set.
Edited by Hans Palacios - 2021年1月25日 18:10:09
Technical Discussion » automatically load a static mesh into Houdini digital asset
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- Hans Palacios
- 57 posts
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Try isolating the path from what is being pasted from the Copy Reference.
For example, if the following is what is pasted from the Copy Reference used in UE:
Then retain only the following portion as input into the attribute's string value in Houdini:
This approach works for me when I use the unreal_instance point attribute.
For example, if the following is what is pasted from the Copy Reference used in UE:
StaticMesh'/Game/Geometry/Meshes/1M_Cube.1M_Cube'
Then retain only the following portion as input into the attribute's string value in Houdini:
/Game/Geometry/Meshes/1M_Cube
This approach works for me when I use the unreal_instance point attribute.
Houdini Indie and Apprentice » fused curve to polygon?
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- Hans Palacios
- 57 posts
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HOULY Daily Challenge » Day 10 | Motion: Slow-mo
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- Hans Palacios
- 57 posts
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HOULY Daily Challenge » Day 9 | Motion: Growth
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- Hans Palacios
- 57 posts
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HOULY Daily Challenge » Day 8 | Motion: Falling
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- Hans Palacios
- 57 posts
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HOULY Daily Challenge » Day 7 | Motion: Speed
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- Hans Palacios
- 57 posts
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HOULY Daily Challenge » Day 6 | Motion: Swing
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- Hans Palacios
- 57 posts
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HOULY Daily Challenge » Day 5 | Motion: Wave
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- Hans Palacios
- 57 posts
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Undulating lattice system reacting in waveform, driven by the rotating building facade underneath.
HOULY Daily Challenge » Day 3 | Elements: Water
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- Hans Palacios
- 57 posts
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Each day, the projects posted in these challenges get more and more impressive; keep up the great work everyone!
Here's my day 3 post:
Here's my day 3 post:
HOULY Daily Challenge » Day 2 | Elements: Wind
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- Hans Palacios
- 57 posts
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Wow; I'm really impressed with the creativity and quality of projects being presented in this challenge. Keep up the great work everyone!
HOULY Daily Challenge » Day 1 | Elements: Earth
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- Hans Palacios
- 57 posts
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It's great to see the amazing artwork posted in the forum already; very inspiring to me. Keep up the great work, everybody!
This is my entry for the Element: Earth theme. Boolean operations on Earth geometry. Point lattice and stars using instantiation. Space gas via volumes. Rendered with Redshift in Houdini and final image processed with Houdini's composition tools.
This is my entry for the Element: Earth theme. Boolean operations on Earth geometry. Point lattice and stars using instantiation. Space gas via volumes. Rendered with Redshift in Houdini and final image processed with Houdini's composition tools.
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