# Fenolis

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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

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!
8. ## Technique for modeling a wheel

That was very helpful! Thank you! Here's a design using Polybridge.
9. ## 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.
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. ## Trouble controlling orientation of an object copy along a curve

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. ## Grape Modeling

Hi, I have generated a bunch of grapes using Houdini's L-system SOP. I instanced the grape geometry using the leaf J input for the L-system, and the grapes sometimes intersect each other. As the model has to be used in a dynamic simulation, these intersections will cause issues in future. Is there any way to fix/prevent these geometry intersections? Attached .hip for reference: grapes_single.hip
15. ## Flip Fluids leaking through geometry

Hi guys, I am trying to make a bowl filled with water. However, the fluids keep on leaking out from the collision geometry even though the collision geometry looks fine. Could anyone take a look at my hip and see what is wrong? untitled.hip
16. ## 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!
17. ## 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)
18. ## Flip Fluids leaking through geometry

Can't upload .bgeo files: angel_first_bowl_pour_origin.zip
19. ## Does the site no longer work on mobile phones?

Hey Marc, still too busy for this? :x
20. ## Is this a Sweep bug?

I've been trying to switch the input for a Sweep SOP between a Null SOP and several Curve SOPs to disable/generate a bunch of profiled lines. However, on switching to the Null SOP, the Sweep SOP still produces geometry (that's handled by other nodes further downstream) even though the input contains no geometry (I middle mouse clicked on the Switch to confirm this). One solution I could find was to refresh the Sweep SOP by double clicking on Bypass, then it decides that there is no geometry coming in and accordingly produces no output. However, I have to do this each time the Null is switched to. The other solution is to have a second switch after the Sweep and switch to the Null there. I don't know why this has to be a workaround, it feels a little less intuitive than just switching the input of the Sweep to a Null. Anyone else encountered this? HIP file: sweepbug.hip
21. ## Is this a Sweep bug?

Thanks for confirmation! -RFE'd
22. ## Cloth Penetrations

Looks like your polygon count doesn't remain consistent throughout the duration of the simulation. Try appending a Font SOP with the expression: `nprims(../node_you_want_to_check)` and run a Flipbook to see if the polygon count changes over the course of your cloth simulation. Hope this helps!
23. ## Shader Issue

With PBR you have to check the OpenGL parameters are linked to your color/texture map. This should make them show up in viewport.
24. ## Looking to dive into houdini

Houdini is as much about creating your own tools to solve problems as it is about providing such tools. Some Houdini users create digital assets (reusable nodes) that let them work more efficiently by simplifying a complicated process (you don't have to create an entire set of nodes more than once!)
25. ## Looking to dive into houdini

While it's true that Houdini and Maya/Blender are quite different in the way they handle, I've used Houdini for a while now (switched from Maya almost a year ago) and I very much prefer the flexibility it offers. As for your confusion, Houdini does have groups and will bring in UVs from imported geometry (if they exist). You can create a Group node in the network view to see the different ways you can group objects (bounding box is usually the most convenient for me). You can check for existing groups in imported geometry by middle-mouse clicking the File node - this will also show if the geometry has UV attributes. If desired, you can append a Material node to test your shader. Use the Group parameter to call in the group you wish to apply the shader to. If you haven't yet created a shader but wish to view the UVs, you can use a UVQuickShade node for clarity. Hope this helps! Edit: Couple minutes later than michael :x
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