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broomy

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About broomy

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    David

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  1. VDB to "tidy" geo

    dam thats cool, thanks to you both for the help
  2. VDB to "tidy" geo

    Hi Been watching the Hive Siggraph vids specifically the procedural game level building At 40 mins 28 sec in there is a corridor that looks interesting and i can replicate a lot of it (because of the way it is described) but i cant understand how the vdb is so clean. On the left it is just possible to see a convert vdb node connected to what looks like a wrangle of some kind? Does anyone have some insight into what would be happening in this wrangle to get such clean geo? I have no idea... Thanks for any input Dave
  3. Visualize Vector Array In Sops

    Hi I am messing around with some vex stuff and have an attribute that is and array of vectors in Sops but i cant seem to visualize it. Is this possible? Thanks Dave
  4. UV cubic map procedurally

    I tried a similar thing a while back, its a fair amount of script to position the uv projections on each side of the box Hope it helps
  5. Copy in for each

    and you can open hip files with the Non commercial version Thanks again 3dome!
  6. Copy in for each

    Hi 3dome and thanks for the file Yeah sideFx will release them soon but not soon enough! Only joking I will try it when i get home but, can i open hip files in the Non commercial version of Houdini?
  7. Copy in for each

    Hi! I watched the recent webcast of Wagner`s Houdini 16 modelling and it was very interesting. There was a point at which he showed a setup that replicated the copy stamp setup but within a for each loop. This seems a lot more usable than the copy stamps but every time i try to set it up (cant remember how he did it ) i either get duplicates primitives over each other or Houdini (and my laptop) crashes as i seem to be creating some kind of infinite loop Is there anywhere that describes this setup? Or even better if someone has an example of this they could upload that would be awesome! Any help appreciated Cheers Dave
  8. Corridor Generation

    Wow that's excellent thanks F1
  9. Corridor Generation

    hi and sorry for the slow reply and thanks for the responses Thanks michael, Im not exactly sure how to ensure the pieces align at the ends because one thing i have been trying to do is snap the input curve to world alignment kinda like a pathfinding A* so everything is nicely 90 degrees, but i havent found a way of doing that, BUT I didnt know about the findShortestPath node so thanks for pointing that out it could help a lot for snapping to world axis, maybe generating a 3d grid of edges and run it though that? Thanks Konstantin for the two example files i shall dig into them when i get home tonight Thanks for all the input
  10. Corridor Generation

    Hi all So I`m trying to continue my Houdini learning and as such have attempted to make a procedural corridor based on an input curve. I have something working but I don`t like the result. I have attached my attempt and it would be great if anyone has time to suggest improvements or even a completely different angle to approach this, i feel like I`m not looking at this right. Thanks, BlockyCorridor.hipnc BlockyCorridor.hdanc
  11. Ah, thanks for letting me know, hopefully this will be fixed soon, its makes it very difficult to use! Dave
  12. hi I have just started playing with Houdini 14 but whenever i now want to use a function like point() as an expression I'm not getting the help popup or the path auto completes Is this a known bug or do i need to turn something on in Houdini 14? Any help to get this working again would be great Thanks! Dave
  13. procedural uving

    hi its been a while since i have had time spend on this but today i did and i have something im happy with I have taken some time to make it so the uvs update based on the length/width/height of the box and dependent on bevel iterations. I imagine that there are simpler ways of achieving this but i dont know them yet Hope you like it Dave uvBeveledBox.hipnc
  14. procedural uving

    Thanks for taking the time to show me this, I tried your approach of positioning the individual faces myself and initially it didnt work because i want to change the number of bevel repetitions and this broke the vert numbering and as such the uvTransform broke So I grouped the faces based on normals then mapped them individually as you suggested and everything works, a beveled box where you can change the number of bevels and the uvs all updated correctly Last thing to do know is to make it so that when the box is not at a unit measurement it moves the uv faces to stop any texture stretching. Is there nothing like an unfold or LSCM mapping in Houdini? The file if you would like to see it Thanks again uvBeveledBox.hipnc
  15. procedural uving

    Hi Marty and thanks for the link I have previously watch the intro series but re-watched the uv materials and got a little further. I missed the part about the pelt working on all primitives if there are open edges. This helped get much closer but there is still a lot of distortion in the uvs. I have attached what i have so far. Im wondering how to reduce the distortion now seeing that the basic 6 faces are a single shell Cheers David uvBeveledBox.hipnc
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