hummm musnt be manifold as polydoctor sop doent work :-(
It's a FBX export of a solidworks model which i suspect is just not cut out for this
looks like it might be a manual selection (might be able to select by normal using the delete sop)
thank you!
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Technical Discussion » Reversing normals, but selectively
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- Hatchery
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Technical Discussion » Reversing normals, but selectively
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- Hatchery
- 139 posts
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Hello - Does anyone know a simple way to reverse the normals on a mesh where some are backfaced but not all? cant just use the reverse sop as it inverts everything. I guess i could do some kind of nearpoint look up in vex and use the dot product to see if it's in a different direction but it doesnt feel like it will work exactly?
Anyone had this issue before?
Anyone had this issue before?
Houdini Lounge » What holds yourself/studio from adopting Houdini more?
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- Hatchery
- 139 posts
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For me it was always about having the time to learn the necessary Houdini skills to be able to do meaningful work, and for that you need time and access to learning resources.
Over the past few years the amount of learning resources has grown massively, and many are excellent, and as a result of the pandemic the time side of equation was also made more possible. (probably always had the time, but events made you prioritise things differently)
I don’t think this is any different to any other software or skill, it's just that Houdini's learning curve is somewhat steeper than most. Once you get past that initial incline, it really pays off, and you can do stuff in Houdini that's either a massive struggle or just not possible in other software. And it's an absolute joy to use.
One of my biggest challenges on the journey was knowing what to learn when - a curriculum that best gets you to where you need to be as efficiently as possible. For me this was helped by and interview with someone who urged new users to try and forget DOPs and focus on SOPs, get really comfortable with manipulating points, really get this to become instinctive, then move on to the cool stuff with a solid understanding of whats happeing.
TL : DR - Curated learning paths.
Over the past few years the amount of learning resources has grown massively, and many are excellent, and as a result of the pandemic the time side of equation was also made more possible. (probably always had the time, but events made you prioritise things differently)
I don’t think this is any different to any other software or skill, it's just that Houdini's learning curve is somewhat steeper than most. Once you get past that initial incline, it really pays off, and you can do stuff in Houdini that's either a massive struggle or just not possible in other software. And it's an absolute joy to use.
One of my biggest challenges on the journey was knowing what to learn when - a curriculum that best gets you to where you need to be as efficiently as possible. For me this was helped by and interview with someone who urged new users to try and forget DOPs and focus on SOPs, get really comfortable with manipulating points, really get this to become instinctive, then move on to the cool stuff with a solid understanding of whats happeing.
TL : DR - Curated learning paths.
Edited by Hatchery - 2022年4月2日 06:11:44
Technical Discussion » Access an TOPs attribute
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- Hatchery
- 139 posts
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I've figured it out... needed to add the forward ticks around the attribute name.
Had a feeling it would be somethign really simple
`
Had a feeling it would be somethign really simple
Edited by Hatchery - 2022年3月28日 08:45:39
Technical Discussion » Access an TOPs attribute
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- Hatchery
- 139 posts
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Hello
Could someone tell me how I can access a tops String attribute from a wrangle in Sops?
I've done it quite easily for float and int attribs by just using a channel floatand adding
But cant figure out how to bring a string attrib across?
Could someone tell me how I can access a tops String attribute from a wrangle in Sops?
I've done it quite easily for float and int attribs by just using a channel float
f@test = chf('val2')
atof(@Sc_NoDoors)
But cant figure out how to bring a string attrib across?
Edited by Hatchery - 2022年3月28日 07:15:48
Technical Discussion » Vary geometry copied to points
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- Hatchery
- 139 posts
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Technical Discussion » Vary geometry copied to points
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- Hatchery
- 139 posts
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Hello - Hopefully a quick question.
What's the best practise for copying to points and varying input parameters for each point?
It would seem this can be done via the Copy Stamp node but I’d also imagine this is quite easy via a For Each Point loop and using the 'iteration' number with a parameter to vary on each point. Is there a better, faster computation way?
edit - Just to clarify; i mean on the geometry side rather than the point attribute side, ie if i wanted to vary the amplitude of some noise on a sphere for each sphere copied to points
Thanks.
What's the best practise for copying to points and varying input parameters for each point?
It would seem this can be done via the Copy Stamp node but I’d also imagine this is quite easy via a For Each Point loop and using the 'iteration' number with a parameter to vary on each point. Is there a better, faster computation way?
edit - Just to clarify; i mean on the geometry side rather than the point attribute side, ie if i wanted to vary the amplitude of some noise on a sphere for each sphere copied to points
Thanks.
Edited by Hatchery - 2022年3月11日 05:40:15
Houdini Indie and Apprentice » Modify Normal angle
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- Hatchery
- 139 posts
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If you know the points that need to be in the same directions will always sit above and below 0 in Z then this is as easier way as any but would probably need more info on how the points will be setup and distributed to figure out anything more procedural
Technical Discussion » INTEGRATED VELLUM SOLVER H19
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- Hatchery
- 139 posts
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Yes I’d also like to know the correct way to approach this.
See the attached file.. I've done it using a shapematch constraint on the wheel to fake an RBD, then pinned a centre point, and in this example use grains to cause the wheel to spin about the pinned constraint. BUT it really doesn’t feel like the way they did it in the launch video and I can’t then figure out how to stop the wheel going off axis (perhaps a collision object either side might?)
If anyone can offer any insight, then I’m sure the original poster and I would be grateful.
See the attached file.. I've done it using a shapematch constraint on the wheel to fake an RBD, then pinned a centre point, and in this example use grains to cause the wheel to spin about the pinned constraint. BUT it really doesn’t feel like the way they did it in the launch video and I can’t then figure out how to stop the wheel going off axis (perhaps a collision object either side might?)
If anyone can offer any insight, then I’m sure the original poster and I would be grateful.
Edited by Hatchery - 2022年2月13日 06:59:56
Houdini Indie and Apprentice » Change ColorAttribute of Object based on Particle Collision?
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- Hatchery
- 139 posts
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Here you go - much simpler.
Basic pop emitter and then a solver to work out if the particle point is within the radius of the sphere and colour it.
Also way faster based on sticking with a simple sphere and no need to loop over all those prims.
Basic pop emitter and then a solver to work out if the particle point is within the radius of the sphere and colour it.
Also way faster based on sticking with a simple sphere and no need to loop over all those prims.
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Houdini Indie and Apprentice » Normals are wrong after using the Sweep node
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- Hatchery
- 139 posts
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Not sure but could you use the dot product to just flip the ones in the wrong direction?
Drop down a wrangle, run over vertices:
Use the float channel slider to get the value that caputures them? Might not work as it might grab ones you dont want to flip, you could group just those around the problem area and then run it just over those points, looks like it might be okay
Drop down a wrangle, run over vertices:
float dist = dot(@N,{0,1,0}); if (dist > chf('val')) { @N = -@N; }
Use the float channel slider to get the value that caputures them? Might not work as it might grab ones you dont want to flip, you could group just those around the problem area and then run it just over those points, looks like it might be okay
Houdini Indie and Apprentice » How to get some points with surface oreintations?
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- Hatchery
- 139 posts
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Depends on exactly what you are after (having that second @up vector helps stop the orientation of pieces going crazy in animation, becuase it doesnt know which way is up) You can use Polyframe to calc the tangent and change it's name to up so you have an @up attribute.Can also work out the cross product between the normal and an second vector to get an @up
The only real difference will be how the pieces then orient on the copy. See attached file.
The only real difference will be how the pieces then orient on the copy. See attached file.
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Edited by Hatchery - 2022年2月9日 03:44:50
Houdini Indie and Apprentice » Change ColorAttribute of Object based on Particle Collision?
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- Hatchery
- 139 posts
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This is handy for a full list of built in attributes: https://mrkunz.com/blog/08_22_2018_VEX_Wrangle_Cheat_Sheet.html [mrkunz.com]
Houdini Indie and Apprentice » Change ColorAttribute of Object based on Particle Collision?
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- Hatchery
- 139 posts
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Yes, see _Alt file - you can change i@stopped to i@whatever but just need to update the name in the other wrangles and attribute delete node. Also the only problem with this is as the point passes through it stops being close enough to colour the sphere, if you wanted to maintain the colour then TBH its probably going to need to be redone done in a solver.
Or a quick and dirty meathod might be just to do a seperate copy of the pop net and use the point from that? Really depends what you need to happen and look like (also example attached)
Or a quick and dirty meathod might be just to do a seperate copy of the pop net and use the point from that? Really depends what you need to happen and look like (also example attached)
Edited by Hatchery - 2022年2月5日 07:43:29
Houdini Indie and Apprentice » Change ColorAttribute of Object based on Particle Collision?
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- Hatchery
- 139 posts
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TBH it could probably be done more efficantly as it gets a bit slow having to loop over all the primatives, but quite like these little puzzels every so often to practice :-)
Houdini Indie and Apprentice » Change ColorAttribute of Object based on Particle Collision?
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- Hatchery
- 139 posts
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Hello - Here is a quick vex solution also using a sop solver in the pop for the intial setup. Pretty sure there will be a simpler node setup up but im not sure how to do that.
Houdini Lounge » Multithreading Vellum
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- Hatchery
- 139 posts
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thanks and yeah i'd not fully appreciated how much of vellum was optimised for the GPU so deffo less value in upgrading to more cores on the CPU front.
Houdini Lounge » Geometry to Milk
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- Hatchery
- 139 posts
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I did something when playing with particles - https://www.instagram.com/p/CJibNLDH-O4/ [www.instagram.com]
Adapted from this:
https://www.youtube.com/watch?v=4mPHh-WzGZ4&list=PL0fCQcmH9FnOrcq4nbuUWSI8j_2NuAVpv&index=9 [www.youtube.com]
You might be able to adapt somthing with out having to resort to flip which can get a bit of a rabbit hole of settings.
Adapted from this:
https://www.youtube.com/watch?v=4mPHh-WzGZ4&list=PL0fCQcmH9FnOrcq4nbuUWSI8j_2NuAVpv&index=9 [www.youtube.com]
You might be able to adapt somthing with out having to resort to flip which can get a bit of a rabbit hole of settings.
Technical Discussion » Vellum Grains - Attach to Geo constraints
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- Hatchery
- 139 posts
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Technical Discussion » Vellum Grains - Attach to Geo constraints
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- Hatchery
- 139 posts
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Hello -
I'm trying to attach grains to a sphere as it passes thorough. However, using 'Attach to Geometry' in the solver is causing a great deal of swinging, no matter how high the constraint stiffness – see gif below. Id like the grains to stick much closer to where they hit (reducing the rest length doesn’t seem to help).
I can more or less eliminate the swing by using a pop wrangle and setting @v to zero each frame on the points that have stuck, but it seems like there is probably a better way to do what I want??
Test file also attached below if anyone has the time to help.
Many thanks.
I'm trying to attach grains to a sphere as it passes thorough. However, using 'Attach to Geometry' in the solver is causing a great deal of swinging, no matter how high the constraint stiffness – see gif below. Id like the grains to stick much closer to where they hit (reducing the rest length doesn’t seem to help).
I can more or less eliminate the swing by using a pop wrangle and setting @v to zero each frame on the points that have stuck, but it seems like there is probably a better way to do what I want??
Test file also attached below if anyone has the time to help.
Many thanks.
Image Not Found
Edited by Hatchery - 2022年1月16日 06:45:52
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