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How to flip reverse face orientations per connected piece
Sepu replied to noc2's topic in General Houdini Questions
You can also use the measure sop in volume mode and measure by piece and then in the reverse sop you can just say @volume<0 so if there any negative values you reverse them -
How to flip reverse face orientations per connected piece
noc2 replied to noc2's topic in General Houdini Questions
Thank you so much Paul <3 -
Awesome, thanks so much for your help!
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vector p = @P; // Center control, optional p -= chv("pivot"); // Scale the cellular pattern p *= chf("scale"); // Rotation controls in degrees float rx = radians(chf("rotate_x")); float ry = radians(chf("rotate_y")); float rz = radians(chf("rotate_z")); matrix3 m = ident(); rotate(m, rx, {1, 0, 0}); rotate(m, ry, {0, 1, 0}); rotate(m, rz, {0, 0, 1}); // Rotate the cellular noise space p *= m; // Directional stretch makes the rotation visible p.x *= chf("stretch_x"); p.y *= chf("stretch_y"); p.z *= chf("stretch_z"); float f1, f2; vector pos1, pos2; vnoise( p, chf("jitter"), chi("seed"), f1, f2, pos1, pos2 ); // Border calculation float edge = f2 - f1; float border = 1.0 - smooth( chf("border_width"), chf("border_width") + chf("softness"), edge ); // Cell color value float cell = rand(pos1 + chi("seed")); // Final result float result = lerp(cell * chf("cell_brightness"), 1.0, border); @Cd = set(result, result, result); f@cell_border = border; f@cell_value = cell; f@cell_result = result;
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How to flip reverse face orientations per connected piece
fencer replied to noc2's topic in General Houdini Questions
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I really like the cellular noise node that can be used inside a point VOP, as it yields good borders compared to trying to remap worley/voronoi patterns. The downside is that it can only be used on a 2D uv map. How would one go about getting the same results with a vector 3/3D input? Similar to the 3D outputs of Unified Static, Turbulent, AA noise, etc. I've tried searching, but haven't really found anything directly addressing the issue. Thanks!
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Hi; I have an asset that I imported into Houdini that has pieces with reverse Vertex Normals inside a for each loop per connected piece node, I have written a vex code that finds their bbox center of a piece and tries to determine which pieces get flipped according to the dot product of the point positions and the the bbox center point and have gotten no result out of it And this is what I could come up with for islands with volume. I have absolutely no idea as to how to handle flat plane like structures. Maybe compare their vertex normal orientations to the centroid of the entire enclosure? But then again my code doesn't do the job Any help would be appreciated. AJ flip_reverse_prims.hiplc
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EH_Studio started following triplaner inside of PointVop
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Hi Daniel, It's 6 years later and I've been looking into doing the same thing. Any possibility in sharing please? Thanks!
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thanks this fixed my issue!
- 7 replies
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- rbd
- not working
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https://www.patreon.com/posts/polar-inversion-159637654 I have been experimenting with Houdini’s new Copernicus network and started porting some of my existing COP tools into custom OpenCL COP nodes. The first one is a Polar Inversion filter implemented directly as an OpenCL COP node. The core mapping is based on radial inversion around a center point: scale = radius² / distance² In practice, the important part is not the formula itself, but making it stable and usable as an image filter. The implementation uses inverse mapping, where each output pixel traces back to the corresponding source position. Near the inversion center, the denominator is clamped using a pixel-footprint floor, with an optional softness floor. This avoids the unstable singularity you would otherwise get from dividing by a near-zero distance. For sampling, the node uses deterministic subpixel supersampling and Houdini’s rectangular filtered sampling through "imageSampleRect". The filter footprint is currently based on the output pixel footprint, which gives better reconstruction than a naive point lookup while still remaining predictable and fast. This is the direction I want to take with Copernicus: converting my existing COP nodes and implementing more advanced image filters, compositing operators, and procedural transformations that are not currently available in Houdini. The goal is to build a deeper image-processing toolset inside Houdini, using the same philosophy I use in my VEX work: low-level control, practical performance, and tools designed around real production needs.
- Earlier
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Hi everybody I hope you are having a lovely Friday so far. I don't know if this is the right channel to post questions but there is this great tutorial from Entagma on how to do a paint stroke. Great! But how would you approach if you need to add a brush interacting, like a brush doing the paint brush stroke. Would you use a vellum hair sim on the hair of the brush interacting with the viscous Flip solver simulation. Is it possible to mix vellum and flip solvers? Thanks https://www.youtube.com/watch?v=8TvAe3GxNFs&t=17s
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- 212 replies
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- sacredgeometry
- guilloche
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Thanks for the tips! gonna check that out, thanks again for taking time to help me!
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Try to adjust closer to worldscale, based on this collision padding and amount of bullet substeps. Check constraints, seems something messed up here. Also, PY position initially is under the ground what doesn't help.
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Hi Here is my approach to this effect: chain.mp4 magnetos_stick_02.hip
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Hey @fencer quick question, I've been trying to fix the intersections doing a bunch of stuff, adding substeps, switching convex to cilinder, and other 10 things I saw on forums, without any luck. Best result so far I had having box as collision, but it changes the behavior. Do you know what else can I try to avoid any intersections? I've also tried to rotate them to start like this: but I like the behavior that I had initially, so ended using a transform pieces post sim, with the rotation, but of course, that adds even more intersections. Attaching the file if you had any time to check it, im getting crazy trying to solve it, no worries if not, already helped me with this magnific setup! Thank you! magnet_issue.hiplc
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Fencer coming to the rescue once more, thats clever! I'll have a look into this. I then could have more control with the stretch too I imagine and just up the fps for slomo in comp
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What if to play with cloth, set thickness to knot size and add deformed net later. It might be more flexible and faster to work. football_net_collision_v01.hipnc
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Wish I could take a closer look at this node setup. Have you ever managed to get something close?
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Yundaz started following Football goal net shape
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I've been struggling to work on an effect that I'm trying to create which is basically a slowmotion ball leading into a soccer goal net in bullet time. The part I'm struggling the most with isn't the simulation aspect but the net rope shapes themself, the knots and getting the shape to then interract with objects without it fallin appart. Anybody ever build one of these type of things, something similar or know where I could learn in on it? Many thanks!
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You'd have to unpack them, but this technique might work for you.
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Line connecting two moving points?
Librarian replied to terencemace's topic in General Houdini Questions
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How would you guys approach a shot where one point on a moving object connects to another point on a moving object? And then turns off and connects to another moving point? Imagine a laser on the back of a car firing at a point on another moving car, repeatedly hitting it at the same point.
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Easy Label Forge speed your packaging and product visuals process
nemsi replied to nemsi's topic in Tools (HDA's etc.)
Release Notes: LabelForge V2.7.3 Peak Performance and better compatibility Universal PDF & Adobe Illustrator (.ai) Ingestion The integration of a new, ultra-robust "brute-force" analysis engine guarantees more successfully conversion of PDF or Illustrator (.ai) file into a native LabelForge session. Even if your print files contain complex clipping paths, nested masks, or non-standard vector structures, LabelForge decodes them flawlessly so you can start working instantly. Advanced UV Projection (Frustum Engine) Master conical shapes: The highly anticipated integration of Frustum projection technology unlocks flawless UV wrapping on conical or flared objects (cups, cosmetics jars, tapered bottles). LabelForge now wraps these complex geometries with absolute mathematical precision. Fast Workflow in the Mask Designer Production hotkeys: The interface gets essential keyboard shortcuts to speed up organization. Press Ctrl + G to instantly create a new mask group, or Shift + Ctrl + G to quickly add your selected layers to an existing group. Full Support for Emissive Textures Make your designs glow: The "Use Label Artwork" option is now fully supported on the Emission channel. You can directly drive the glowing parts of your packagings (screens, LEDs, phosphorescent inks) using your graphics layers with a single click in Shader Studio. Universal and Automatic Integration in Your Render Engines 3D export has been optimized to automatically set up your emissive shader networks in all major platforms: Blender, Houdini, Cinema 4D Enhanced Export Safety and Stability The .json recipe export pipeline has been consolidated. Even your most complex material structures are guaranteed to transfer intact to your 3D application, providing 100% reliability for studio production. Download: https://easylabelforge.com/download.html -
I’m working on a fish flock simulation in Houdini using POPs. Right now I’m using a POP Attract setup to drive the movement of points, and then I’m copying packed fish geometry onto those points. The flocking motion is working pretty well overall. The issue I’m trying to solve is making the fish bend naturally while turning. At the moment, when the attract direction changes — especially when the fish turn sharply — the packed fish geo just rotates rigidly with the velocity vector. I’d like the fish bodies to arc/bend during turns so the motion feels more organic, similar to real fish movement. Since the fish are packed geometry, I’m not sure what the best workflow is here.