I have hard times to figure out how to add procedural edges for this setup, so I'm going to take a break from the project...
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Work in Progress » Direct Modeling in Houdini - Journal
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And again, the solution for very specific case. It auto finds bevel edges for cube tube more accurate than standard bevel can.

I have hard times to figure out how to add procedural edges for this setup, so I'm going to take a break from the project...
I have hard times to figure out how to add procedural edges for this setup, so I'm going to take a break from the project...
Edited by FaitelTech - 2021年9月24日 13:14:42
Houdini Lounge » Any rumours of Houdini 19?
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Then it's time for remaster - COP2: Resurrected.
Edited by FaitelTech - 2021年9月24日 06:15:27
Houdini Lounge » Any rumours of Houdini 19?
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SoothsayerJust SideFX stepping(stumbling) toward community
Hey, am I late to the party? What's happening?

Houdini Lounge » Any rumours of Houdini 19?
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Let's pretend that the email was not meant to be a praise for our effort in spamming the thread
Work in Progress » Direct Modeling in Houdini - Journal
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I decided to finish prototype for cube shape, despite the fact I think it should be redone from scratch with different approach to support complex forms.
Edited by FaitelTech - 2021年9月21日 13:30:45
Work in Progress » Direct Modeling in Houdini - Journal
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I've tried to repeat it on my own, and I think proportional bevel may actually give more control over initial shape and supportive edges :o
Work in Progress » Direct Modeling in Houdini - Journal
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Equalization is implemented. Next required step is to move division loops proportionally to bevel size.

Work in Progress » Direct Modeling in Houdini - Journal
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I don't know any particular use cases for proportional bevel, but I have quick implementation for your example (simple box)
Houdini Indie and Apprentice » Project extension changed.
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Convert it from hipnc to hiplc through orbolt
https://www.orbolt.com/upgrade-houdini-files [www.orbolt.com]
https://www.orbolt.com/upgrade-houdini-files [www.orbolt.com]
Houdini Lounge » Procedurally generated random closed curve
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Docs describes it pretty well if you understand how vector math works. I'd recommend to watch the lesson to understand how to do basic operations and troubleshoot vectors with visualizers
First of all, Polyframe can recalculate normals. In our case(single flat poly) it's just +Y vector {0,1,0}

That's much easier to see how Polyframe works when Style parameter set to First Edge

But you need to set up second style - Two edges, to get Bitangent vector looks in the middle (that's not how it's actually calculates) of two neighbour edges.

Because you calculated Bitangent vector in right direction that makes unlikely any intersection between points, then you can add the bitangent(tangentv) vector to current point position and it will move point in direction and length of bitangent vector.

Also, you can multiply bitangent vector to any scalar value and change vector length to get interesting results for all points.

First of all, Polyframe can recalculate normals. In our case(single flat poly) it's just +Y vector {0,1,0}
That's much easier to see how Polyframe works when Style parameter set to First Edge
But you need to set up second style - Two edges, to get Bitangent vector looks in the middle (that's not how it's actually calculates) of two neighbour edges.
Because you calculated Bitangent vector in right direction that makes unlikely any intersection between points, then you can add the bitangent(tangentv) vector to current point position and it will move point in direction and length of bitangent vector.
Also, you can multiply bitangent vector to any scalar value and change vector length to get interesting results for all points.
Edited by FaitelTech - 2021年9月17日 04:31:07
Technical Discussion » convert normal attribute to orient?
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Tamte's example is preferable because it's always better to normalize any vectors which used as axis.
Another good video to demystify quaternions
Another good video to demystify quaternions
Houdini Lounge » Procedurally generated random closed curve
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Houdini Lounge » Any rumours of Houdini 19?
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jarenasSygnum
And regarding Entagma. Moritz overall has a few tutorials without any vex code in it. But Manuel...phew...extremely frustrating to watch and to listen to.
Well, it depends on what your background is / how your brain works: I find both Entagma guys pretty intuitive for me, and usually find that anything easily acomplished with code should not be done any other way. I suppose that's why I love Houdini so much, it's like an 3D Operative System. And you can approach any problem to solve in so many different ways....
Or when you need to do multiple embedded loops and conditions with math equations.
I would be happy to have some kind of abstract level(extended functionality) for edges(half-edges) to deal with to quickly split polys and edges, find angles, visualize them at geometry spreadsheet.
Houdini Lounge » Recommendations for which Houdini version is best for me
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There is no such a thing as UE4 integration. There is Houdini standalone application there you can create and pack your own tools in archives(or apps) which are called Houdini Digital Assets(HDA) for inner and outside usage. To run those packages outside of Houdini you need to install separate and free plugin called Houdini Engine to your additional app (ue4, unity, maya etc.) import those assets and use them even if standalone Houdini is closed at the moment, because Houdini Engine will run its own background copy of Houdini to cook(calculate) everything.
Also, there is new additional concept called Session sync. In this case you do everything that I've said before but your Houdini stand-alone app will run web-server which communicates between Houdini and Houdini Engine to update parameters on same HDA created in Houdini and imported to additional app.
To have access to all those features you need at least Houdini indie(by price), because page for free Houdini Apprentice is clearly states that: Houdini Digital Assets created in Apprentice can not be used with Houdini Engine or Houdini Engine Indie
Also, there is new additional concept called Session sync. In this case you do everything that I've said before but your Houdini stand-alone app will run web-server which communicates between Houdini and Houdini Engine to update parameters on same HDA created in Houdini and imported to additional app.
To have access to all those features you need at least Houdini indie(by price), because page for free Houdini Apprentice is clearly states that: Houdini Digital Assets created in Apprentice can not be used with Houdini Engine or Houdini Engine Indie
Houdini Lounge » Help please: I toggled off my axis pivot in the viewport
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Houdini Lounge » Any rumours of Houdini 19?
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Regarding Angie, I wonder why gpu + cpu combination is much faster for them. What's technology behind it? Is XPU the future?

Edited by FaitelTech - 2021年9月13日 02:33:12
Houdini Lounge » Any rumours of Houdini 19?
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Houdini Lounge » Any rumours of Houdini 19?
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Houdini goes Everything gestures! The software core will be completely redone from scratch to support draw gestures only workflow in brand new Spellcasting and Alchemy tabs. VR, AR, Motion Leap are also fully supported with the new awesome floating spell construction plane.
Nodes are obsolete. It's time to do real magic! - Hurry Codder (Lead software engineer).
I've just visited SideFX secret office at Hogwarts(Canada) and I say - That was incredible! Houdini is changing the world order! Again! - Editor-in-chief of Time.
Nodes are obsolete. It's time to do real magic! - Hurry Codder (Lead software engineer).
I've just visited SideFX secret office at Hogwarts(Canada) and I say - That was incredible! Houdini is changing the world order! Again! - Editor-in-chief of Time.
Edited by FaitelTech - 2021年8月5日 01:18:29
Houdini Indie and Apprentice » Advice about what to practice in Houdini
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Good choice
Also I found that knowledge of VEX then will help you to feel yourself more confident in VOPs, as well as, to make a distinction between VOPs nodes which are directly replicating VEX functions and which are unique or high-level/extended wrappers for them.

Edited by FaitelTech - 2021年8月4日 12:29:51
Houdini Indie and Apprentice » Advice about what to practice in Houdini
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I've recently had a lot of fun playing with the new fancy features:
Pyro minimal solver -
https://www.sidefx.com/tutorials/minimal-opencl-solver-part-01-explosion/ [www.sidefx.com]
RBD guided simulation -
https://www.sidefx.com/docs/houdini/destruction/guidedsims.html [www.sidefx.com]
Vellum brush along with old but still relevant vellum clothing tutorial -
https://www.sidefx.com/tutorials/november-thug-vellum-with-sara-rascon/ [www.sidefx.com]
If you want to get serious about vops and vex fundamentals I'd recommend:
Vex for algorithmic design
https://www.youtube.com/watch?v=V5i6KM_-8X0&list=PLzRzqTjuGIDhiXsP0hN3qBxAZ6lkVfGDI [www.youtube.com]
Hipflask courses for VOPs, parameters, curves logic:
https://www.hipflask.how/courses [www.hipflask.how]
Pyro minimal solver -
https://www.sidefx.com/tutorials/minimal-opencl-solver-part-01-explosion/ [www.sidefx.com]
RBD guided simulation -
https://www.sidefx.com/docs/houdini/destruction/guidedsims.html [www.sidefx.com]
Vellum brush along with old but still relevant vellum clothing tutorial -
https://www.sidefx.com/tutorials/november-thug-vellum-with-sara-rascon/ [www.sidefx.com]
If you want to get serious about vops and vex fundamentals I'd recommend:
Vex for algorithmic design
https://www.youtube.com/watch?v=V5i6KM_-8X0&list=PLzRzqTjuGIDhiXsP0hN3qBxAZ6lkVfGDI [www.youtube.com]
Hipflask courses for VOPs, parameters, curves logic:
https://www.hipflask.how/courses [www.hipflask.how]
Edited by FaitelTech - 2021年8月4日 07:39:42
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