Hello
Yeah there's is something inside the vellum solver , in the sop solver. I'm copying the group and giving a mass of zero to point that are in the group.
Otherwise it's just the sphere that is moving and changing the group….
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Houdini Indie and Apprentice » Simulate vellum only with grouped points
- Benjamin Lemoine
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Houdini Indie and Apprentice » Simulate vellum only with grouped points
- Benjamin Lemoine
- 143 posts
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Hello ,
You could do as Jerry Said and if you need to animate the pinned group you could do like in this example file.
Benjamin
You could do as Jerry Said and if you need to animate the pinned group you could do like in this example file.
Benjamin
Technical Discussion » Clarifications about nodes flow and faces naming/id.
- Benjamin Lemoine
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Hello ,
That's why the Group are so important in Houdini !
their is many way of creating those groups
But for example in your case you could group by normal the face on your starting cube by X axis
then use the mirror without keeping the original , then just after a rename node
so for example your starting group would be named “Xface” , and you would Rename “Xface_mirror”
Then merge both cube and use thoses group name to Bridge instead of prim number
This way you could keep your setup procedural and even start with another primitive like sphere
There's plenty of operation you can do to combine those group , create it by attribute and so on …
that's one way to have a procedural network !
Cheers
Benjamin
That's why the Group are so important in Houdini !
their is many way of creating those groups
But for example in your case you could group by normal the face on your starting cube by X axis
then use the mirror without keeping the original , then just after a rename node
so for example your starting group would be named “Xface” , and you would Rename “Xface_mirror”
Then merge both cube and use thoses group name to Bridge instead of prim number
This way you could keep your setup procedural and even start with another primitive like sphere
There's plenty of operation you can do to combine those group , create it by attribute and so on …
that's one way to have a procedural network !
Cheers
Benjamin
Edited by Benjamin Lemoine - 2019年11月3日 07:56:18
Technical Discussion » Density gradient between two surfaces
- Benjamin Lemoine
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Hello again
I'm not at home but i just had an idea….
With volume sample and volume gradient you would get some direction and distance to the next surface , the problem would be to get the distance to the opposite surface, you could maybe negate the volume gradient vector…. But it will be more or less the same but with a better direction though…
Good work !
Benjamin
I'm not at home but i just had an idea….
With volume sample and volume gradient you would get some direction and distance to the next surface , the problem would be to get the distance to the opposite surface, you could maybe negate the volume gradient vector…. But it will be more or less the same but with a better direction though…
Good work !
Benjamin
Technical Discussion » Density gradient between two surfaces
- Benjamin Lemoine
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Hello
You could use normal from the top surface too with the dame setup and compute one of the distance with it. but anyway this is a craft setup , cause the ray I'm sending won't be in the direction you want…it would mean do the opposite…from a point getting to know which point normal is passing trough then compute the distance… I'm not so good at math thinking but there must be a way !
I have no time to dig further.
But i will be happy to know if you find something…
Cheer
Benjamin
You could use normal from the top surface too with the dame setup and compute one of the distance with it. but anyway this is a craft setup , cause the ray I'm sending won't be in the direction you want…it would mean do the opposite…from a point getting to know which point normal is passing trough then compute the distance… I'm not so good at math thinking but there must be a way !
I have no time to dig further.
But i will be happy to know if you find something…
Cheer
Benjamin
Technical Discussion » Density gradient between two surfaces
- Benjamin Lemoine
- 143 posts
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Hello
Maybe with something like this ?
Made a custom Volume Vop to try to match what you're after…
getting the normal from near bottom point then sending some ray in N dir to top and bottom
then output to density the distance to top divided by distance to top plus distance to bottom
Maybe with something like this ?
Made a custom Volume Vop to try to match what you're after…
getting the normal from near bottom point then sending some ray in N dir to top and bottom
then output to density the distance to top divided by distance to top plus distance to bottom
Houdini Indie and Apprentice » Particles not rendering?
- Benjamin Lemoine
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Hello
I've checked your scene there was different problem
the main one is that you choosed no point rendering (aka particles) in your render , geometry tab
the second is that you've got some VDB mixed with your particle
once VDB deleted and “render unconnected point” choosen as you've got geometry(the guy) and point mixed in your geo
it worked
you can then adjust point scale in the same tab it will multiply with your pscale attribute
I've checked your scene there was different problem
the main one is that you choosed no point rendering (aka particles) in your render , geometry tab
the second is that you've got some VDB mixed with your particle
once VDB deleted and “render unconnected point” choosen as you've got geometry(the guy) and point mixed in your geo
it worked
you can then adjust point scale in the same tab it will multiply with your pscale attribute
Edited by Benjamin Lemoine - 2019年10月20日 08:22:36
Houdini Indie and Apprentice » FBX export Problems ( attached file I can not export HELP)
- Benjamin Lemoine
- 143 posts
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Hello
I'm not using Unity so much but some time trying with older fbx version like 2014 or 2012 help….
is your fbx working in other software or viewer or is it just Unity ?
There's nothing more to install , i'm using Houdini last production build myself
if you're using an older version try to reinstall to a newer one maybe !?
and if it's just this cube maybe you could do this animation in Unity , as it is simple !?
I'm not using Unity so much but some time trying with older fbx version like 2014 or 2012 help….
is your fbx working in other software or viewer or is it just Unity ?
There's nothing more to install , i'm using Houdini last production build myself
if you're using an older version try to reinstall to a newer one maybe !?
and if it's just this cube maybe you could do this animation in Unity , as it is simple !?
Edited by Benjamin Lemoine - 2019年10月18日 05:33:20
Houdini Indie and Apprentice » FBX export Problems ( attached file I can not export HELP)
- Benjamin Lemoine
- 143 posts
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Hello
i did try to export your test scene and everything is working !
my guess is that you just didn't export the animation
when you choose file>export>fbx
you have then to enable “export frame range” or then you will only have a static mesh
i did try to export your test scene and everything is working !
my guess is that you just didn't export the animation
when you choose file>export>fbx
you have then to enable “export frame range” or then you will only have a static mesh
Technical Discussion » Automatically fix mesh tunnels/holes
- Benjamin Lemoine
- 143 posts
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Hello Alexander
Personally i would use this technic or just manually retopology. As your holes are not really holes…i mean your mesh is already watertight.. In case of real holes you can use polyfill node. Maybe someone else as another solution but i know that captured data always need manual fixing…or buying a super expensive 3D scanner…
I wish you to find a solution !
Benjamin
Personally i would use this technic or just manually retopology. As your holes are not really holes…i mean your mesh is already watertight.. In case of real holes you can use polyfill node. Maybe someone else as another solution but i know that captured data always need manual fixing…or buying a super expensive 3D scanner…
I wish you to find a solution !
Benjamin
Edited by Benjamin Lemoine - 2019年10月13日 06:35:19
Technical Discussion » Automatically fix mesh tunnels/holes
- Benjamin Lemoine
- 143 posts
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Hello
I think there's several way of doing this
but a simple approach would be to use VDB…
like this :
and add more smoothing then maybe some remesh node after this…
it all depend of what you need at the end…
I think there's several way of doing this
but a simple approach would be to use VDB…
like this :
and add more smoothing then maybe some remesh node after this…
it all depend of what you need at the end…
Houdini Indie and Apprentice » Vellum Solver: Turning the Cloth into Shooting Stars shape ?!
- Benjamin Lemoine
- 143 posts
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Hello
It seems that the Take is produced by the mixamo animation
Maybe that's when you're importing …
If you want to keep it you will either have to do your change in the main Take or enable the change on your other Take
I don't use Take so much but it essentially variation …so Take keep the most parameters of the Main one
Just search for it online or find a way to copy or import the animation on the Main one !
It seems that the Take is produced by the mixamo animation
Maybe that's when you're importing …
If you want to keep it you will either have to do your change in the main Take or enable the change on your other Take
I don't use Take so much but it essentially variation …so Take keep the most parameters of the Main one
Just search for it online or find a way to copy or import the animation on the Main one !
Technical Discussion » How to separate Overlapping Primitives
- Benjamin Lemoine
- 143 posts
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Hello
In this case you could use a connectivity node that create an attribute per connected piece
and use this attribute in a wrangle to move piece appart the way you want
and bring it back to rest position after that > v@P=v@rest on the last wrangle
In this case you could use a connectivity node that create an attribute per connected piece
and use this attribute in a wrangle to move piece appart the way you want
and bring it back to rest position after that > v@P=v@rest on the last wrangle
Edited by Benjamin Lemoine - 2019年9月23日 00:08:57
Technical Discussion » How to separate Overlapping Primitives
- Benjamin Lemoine
- 143 posts
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Hello
Maybe you could share a Hip file !?
That's not easy to figure what you're trying to do !
If it's a kind of “organic” figure you could try the detangle node
if they are really overlaping you could use polydoctor or clean node for fixing it
if they are more intersecting sometime a boolean could do a watertight stuff
one again , sharing the Hip file is the best !
Ben
Maybe you could share a Hip file !?
That's not easy to figure what you're trying to do !
If it's a kind of “organic” figure you could try the detangle node
if they are really overlaping you could use polydoctor or clean node for fixing it
if they are more intersecting sometime a boolean could do a watertight stuff
one again , sharing the Hip file is the best !
Ben
Houdini Indie and Apprentice » Vellum Solver: Turning the Cloth into Shooting Stars shape ?!
- Benjamin Lemoine
- 143 posts
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Hello
I opened your scene
first i noticed you were inside a Take , so i couldn't change any value
so when i get back to the main Take i noticed you were only using a vellum distance constraint
that not the one you want for Cloth , choose Cloth instead !
I opened your scene
first i noticed you were inside a Take , so i couldn't change any value
so when i get back to the main Take i noticed you were only using a vellum distance constraint
that not the one you want for Cloth , choose Cloth instead !
Technical Discussion » Blend Shapes and intermediate position.
- Benjamin Lemoine
- 143 posts
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Hello !
I didn't try it with the last Houdini version 17.5 but i know blendshape node had been updated… Maybe that's why !
I didn't try it with the last Houdini version 17.5 but i know blendshape node had been updated… Maybe that's why !
Technical Discussion » Blend Shapes and intermediate position.
- Benjamin Lemoine
- 143 posts
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To create custom parameter see images
And you definitely should learn a bit of vex !
I'm attaching the file too so you can try it for yourself
Have a nice Day
Ben
edit :
Taking a look at the other wrangle files , i just realize that my solution was not what you were looking for ! and also that what you were looking for is just the sequence blend ! So i don't understand why you don't just use this one !?
And you definitely should learn a bit of vex !
I'm attaching the file too so you can try it for yourself
Have a nice Day
Ben
edit :
Taking a look at the other wrangle files , i just realize that my solution was not what you were looking for ! and also that what you were looking for is just the sequence blend ! So i don't understand why you don't just use this one !?
Edited by Benjamin Lemoine - 2019年3月13日 07:17:58
Technical Discussion » Blend Shapes and intermediate position.
- Benjamin Lemoine
- 143 posts
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Then you should create your own parmeter float lets say with the name myblend. And in the first slider you put the expression clamp(ch(“myblend”),0,0.5)*2
And in the second
(clamp(ch(“myblend”),0.5,1.0)-0.5)*2
Or find better expression.
So you get your custom blend shape
And in the second
(clamp(ch(“myblend”),0.5,1.0)-0.5)*2
Or find better expression.
So you get your custom blend shape
Technical Discussion » Blend Shapes and intermediate position.
- Benjamin Lemoine
- 143 posts
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Hello , Then go back to blend shape
and add some blend slider like on the image so you will have a slider per shape.
Or i don't know …maybe i didn't understand well your question, sorry
and add some blend slider like on the image so you will have a slider per shape.
Or i don't know …maybe i didn't understand well your question, sorry
Edited by Benjamin Lemoine - 2019年3月11日 10:59:24
Technical Discussion » Blend Shapes and intermediate position.
- Benjamin Lemoine
- 143 posts
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Hello
I think this node do the job :
http://www.sidefx.com/docs/houdini/nodes/sop/sblend.html [www.sidefx.com]
Ben
I think this node do the job :
http://www.sidefx.com/docs/houdini/nodes/sop/sblend.html [www.sidefx.com]
Ben
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