point SOP
preset morph to 2nd input
animate the Amount
(amount CAN be outside of 0-1)
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Technical Discussion » Make points travel to equal points in different position
- vusta
- 555 posts
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Houdini Indie and Apprentice » Grouping only resampled points
- vusta
- 555 posts
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Technical Discussion » Voronoi straight lines
- vusta
- 555 posts
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might not be exactly as you want but give labs scifi panels a try.
(beggars can't be choosers)
(beggars can't be choosers)
Edited by vusta - 2020年11月26日 00:50:41
Work in Progress » Nodevember gone wild
- vusta
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totally deflated !!!
I thought you were gonna show how you got Houdini to actually play the game
I thought you were gonna show how you got Houdini to actually play the game
Technical Discussion » Bug on Carve node
- vusta
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another method.
I just saw in a new tute, the procedural house (3)
so in the orig file with error, instead of using carve and manipulating certain things, just use a polycut instead:
- set strategy to cut
- Cut points to *
just works.
I just saw in a new tute, the procedural house (3)
so in the orig file with error, instead of using carve and manipulating certain things, just use a polycut instead:
- set strategy to cut
- Cut points to *
just works.
Technical Discussion » Bug on Carve node
- vusta
- 555 posts
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Houdini Indie and Apprentice » PolyBevel Adds faces to existing group
- vusta
- 555 posts
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use groupexpand to offset (negative) the bevel divisions/2
Edited by vusta - 2020年11月20日 16:31:54
Technical Discussion » Random seed value per copy in for each loop
- vusta
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use @primnum as seed
(I think the jitter axis scale should be 1,0,1 as after the lines have been copied into place, they are pointing up, so you'd want to jitter them in x and z axis…but then who knows, you might want to jitter them in ALL axis, up to you)
EDIT: actually, don't need it at all…anyway, best you upload your file otherwise I'm wasting my time going down the wrong path.
(I think the jitter axis scale should be 1,0,1 as after the lines have been copied into place, they are pointing up, so you'd want to jitter them in x and z axis…but then who knows, you might want to jitter them in ALL axis, up to you)
EDIT: actually, don't need it at all…anyway, best you upload your file otherwise I'm wasting my time going down the wrong path.
Edited by vusta - 2020年11月13日 18:53:57
Houdini Indie and Apprentice » Can't figure out how to fix parts of my bridge intersecting
- vusta
- 555 posts
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your workflow is very inefficient.
If you know you have repeating geo in you workflow then always do heavy lifting just ONCE, then copy the result a million times if you want to. So in the cleaned up file I've done only ONE side
of the bridge…once that's sorted (and it is easier to debug with less merging and looping and the kitchen sink attached to it) then copy it across to the other side.
I haven't cleaned up the rest, now you know the drill you do it.
If you know you have repeating geo in you workflow then always do heavy lifting just ONCE, then copy the result a million times if you want to. So in the cleaned up file I've done only ONE side
of the bridge…once that's sorted (and it is easier to debug with less merging and looping and the kitchen sink attached to it) then copy it across to the other side.
I haven't cleaned up the rest, now you know the drill you do it.
Houdini Indie and Apprentice » Hiding Static Object
- vusta
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don't know your render setup but maybe in Render>Objects>Candidate objects it has * by default…to render everything…so try adding ^XXX where XXX is the name of your collider or whatever object you don't want to render.
Technical Discussion » Poly-reduce with holes
- vusta
- 555 posts
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or possibly easier…group border edges (holes)…then in reduce, use these as hard edges
here's a quick test with eyeholes
here's a quick test with eyeholes
Edited by vusta - 2020年11月5日 06:26:02
Technical Discussion » Poly-reduce with holes
- vusta
- 555 posts
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haven't had a chance to try the file but isn't there a retain by attrib ? so say you cap these small holes, tag these new polies with say “retain me”…feed these into polyreduce…then delete these retain me later.
Technical Discussion » how do i write "and" in an expression
- vusta
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Technical Discussion » Vellum weld Issue despite no points being welded.
- vusta
- 555 posts
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Technical Discussion » Vellum weld Issue despite no points being welded.
- vusta
- 555 posts
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I'm having a hard time trying to understand the bigger picture but what about this:
- instead of weld, use stitch
- change Type to points in both geo and target
- untick Constraint to Closest Point
- instead of weld, use stitch
- change Type to points in both geo and target
- untick Constraint to Closest Point
Houdini Indie and Apprentice » maskbyfeature group bug
- vusta
- 555 posts
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if it doesn't work…..INSIST on it…ie. just type it in even tho it doesn't appear in dropdown
(then do an RFE)
(then do an RFE)
Technical Discussion » Normal not adding Normals
- vusta
- 555 posts
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try reverse ?
point normal is not same as prim normal, prim normal is determined by winding order of the prim (ie. order of the verts making up said prim)
point normal is not same as prim normal, prim normal is determined by winding order of the prim (ie. order of the verts making up said prim)
Technical Discussion » KineFX RigAttribute VOP
- vusta
- 555 posts
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well if you just go load the CurveSolverVop sample file, you'll see they use the name node, which is right up your alley.
No, I don't know nothin' just pointing you the way, is all.
No, I don't know nothin' just pointing you the way, is all.
Technical Discussion » Sidefx Hodini installation error 18
- vusta
- 555 posts
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LOL !!!
FYI, in Vietnamese, Sữa = to fix…hence “How should I fix” in above.
However, it also means……yep you guessed it………………………..milk
(my cow's sick, I'm just gonna go fix her now:/)
FYI, in Vietnamese, Sữa = to fix…hence “How should I fix” in above.
However, it also means……yep you guessed it………………………..milk
(my cow's sick, I'm just gonna go fix her now:/)
Edited by vusta - 2020年10月22日 20:00:58
Houdini Learning Materials » SideFX Labs Building Generator for Organic Shapes
- vusta
- 555 posts
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well…if this isn't a step by step tutorial, i don't know what is…
https://www.sidefx.com/tutorials/building-generator/ [www.sidefx.com]
and quote:
Block out geo
Should sit on the ground plane
Prefers right-angle geometry (but not essential)
Prefers non-twisting not overly complex shapes (but still creates interesting useful shapes if you try)
(and no, i didn't have to reach down to the depths of hell to find it, pretty basic really
- search with your fav engine: “sidefx labs tool”
- scroll thru to World building>building generator>tutorial
- shrug.
)
https://www.sidefx.com/tutorials/building-generator/ [www.sidefx.com]
and quote:
Block out geo
Should sit on the ground plane
Prefers right-angle geometry (but not essential)
Prefers non-twisting not overly complex shapes (but still creates interesting useful shapes if you try)
(and no, i didn't have to reach down to the depths of hell to find it, pretty basic really
- search with your fav engine: “sidefx labs tool”
- scroll thru to World building>building generator>tutorial
- shrug.
)
Edited by vusta - 2020年10月21日 03:17:45
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