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About Fenolis

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  • Birthday 09/10/1994

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  1. Cant Find "Missing Point"?!

    In order to ensure a smooth seam, the curve needs as many points as its Order to interpolate. By merging the two end points into one, it avoids a hard "Corner" vertex.
  2. How to make a skinned sweep that can be subdivided ?

    What is the difference between using the Skin SOP after the Sweep, as compared to using the "Skin Output" option on the Sweep SOP? I imagine you could do a PolyFill after skinning, then finding a way to subdivide that. Maybe with a PolyExtrude inset?
  3. Entagma Packing the torus tutorial

    Attaching your scene is usually helpful, if you're allowed to do so. Most of the issues regarding use of the Cookie/Boolean(Updated version) node is related to the inputs you provide. If you provide contiguous surfaces (no holes) it usually works fine. Here is a thread you may find helpful: Boolean
  4. "Tent": Connect 1 pt to a bunch of others pts

    Turn your process into a HDA at the SOP level, and be the change you want to see!
  5. Modelling Parts for a Pillar

    I had fun with the math shape. astroid.hipnc
  6. Wall generation from wireframes

    looks like you did an inset after... PolyExpand3D!?
  7. Technique for modeling a wheel

    That was very helpful! Thank you! Here's a design using Polybridge.
  8. Technique for modeling a wheel

    Thank you for the link! I've actually seen that one before a few times, and while I feel that there are some good steps there I have come up with an easier process. You used bending to achieve the curvature along both axes, while I drew a curve profile for my tyre base, revolved it to create the tyre, converted it to a NURBS surface which I then swept my tread pattern along using the Creep SOP. The Creep SOP also allows for control over surface coverage quite easily, as well as making sure it is impossible to create any overlaps. I'm sure the way you generated the tread pattern is similar to mine, and will work in my process as well.
  9. Technique for modeling a wheel

    I would like to know if you have any ideas on how to start modeling a shape like this procedurally in Houdini: I've already managed to build the tyre with help from the Creep SOP, but if you have any techniques you'd like to share, I'd be happy to learn those as well!
  10. Capsule

    You could always hack the height with a "n/bbox(opinputpath(".",0),D_YSIZE)" expression in the scaleY value of a transform node, where "n" is the height you want.
  11. Is the aimed point on the same plane as the points your normals are coming from?
  12. Greeble plugin for Houdini

    Hey this looks good! Do you have any way to resolve self-intersections?
  13. Procedural Road Creation

    Replace all $SIZEX $SIZEY $SIZEZ expressions with the "bbox()" expression. e.g. bbox(opinputpath(".",0),D_XSIZE) bbox(opinputpath(".",0),D_YSIZE) bbox(opinputpath(".",0),D_ZSIZE) Feel free to replace the "opinputpath" section with the path of the node you want to read the parameters from. It's definitely more tedious, but it works.
  14. Flip Fluids leaking through geometry

    That...blew my mind. Excellent explanation of the FLIP sim and a cool solution to boot. Thank you very much!
  15. Copy stamp a string value?

    Hi.. 3 years later and I've come across a similar question. Good examples and effective solutions, but perhaps, chs("../node/stringparm#") BECOMES chs("../node/stringparm"+stamp("../copystamp","copy",0)) This will allow stamping of string parameters using the copy SOP, with one variable in the copy SOP called "copy" with a value of "$CY+1" (or whichever variance you wish to stamp by)