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logix1390

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About logix1390

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  • Name Mike
  • Location Toronto

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  1. All of these methods worked, thanks everyone!
  2. Hello, I have some lines, and I want to add points to each line based on the length of the line. The longer the line, the fewer points I want to add , and the shorter the line , the more points I want to add. I have already calculated the perimeter of each line and stored the values in an attribute called " perm". After I isolated one line inside the foreach, I add the Resample node. I want to get the resample "length" parameter and divide it by the attribute "perm" to see what happens. I have a point expression in the "Length" paramter of the resample to reference in the values of the perm attribute but it's not working... point(opinputpath(“.”,0), $Ptnum, “perm”,0) Is there something here I'm missing? I attached my file If anyone wants to take a look. Thank you. resample_by_length_Polylines.hip
  3. Hi everyone, My goal is to bevel the corners of the voronoi fracture pieces. I pretty much achieved it already, however, there are some intersecting geometries in a few corners where the angle is very tight. Is their a way to clean these intersecting geometries , as well as having control over how round the corners are. As of now, I can only round out the corners so much before it intersects. I will attach my scene for anyone who wants to take a look. Thank you ! bevel_voronoi.hip
  4. Atom! Thank you again sir. This is a very interesting method.
  5. Hello !, So I copied a few different geometries on points of a grid. A Sphere, a Box, a Torus , and a Cone. I then copied that grid with the copied geos to another bigger grid. (I have to do this) Question: How do I randomize the seed so that the end result does not look like a bunch of the same grid copied in a rows and columns. I know I can probably randomize the rotation of the original grid , but I was wondering if there was a better way to do this with a seed. I attached a scene file for anyone who wants to take a look. Thank you! Copy_Problem_on_Grids.hip
  6. Thank you all for the help !
  7. This is perfect. Thank you Atom !!
  8. Hello, I have a square consisting of several points on each side. I want the Normals to face outwards on each point. I used the expression $BBX-$BBZ in a point sop and got two of the sides doing exactly what I want, But I need it for the other two sides. I have attached my scene file. Any help would be greatly appreciated. Thanks Normal_Direction_On_Square.hip
  9. Thank you iamyog. That is exactly what I am trying to do. I need a class attribute for the whole asset (Torus+boxes etc..) I will try this method. I am basically trying to make a procedural village and have come across this problem. Thanks again.
  10. davpe I know how to template geometry lol. I am trying to manipulate the geometry inside the foreach... but not just one part of the geometry as you can see in the file.
  11. Thats not exactly the issue here.. I need to be able to manipulate the geometry inside the foreach after I merge all the assets together.
  12. Hi everyone, I stumbled across a small problem. I have a few basic assets with geometry copied onto the points . I want to run a foreach on these assets and be able to see the asset as a whole so that I can manipulate it. However, the foreach only reveals only one part of that asset (the geometry copied onto the points of that particular asset). I understand that the connectivity is separating each connected geometry and giving it an attribute called "class", which makes sense. but in this situation I would like to view the asset as a whole (including the copied geo) inside the foreach. I have attached my scene file if you want to take a quick look. Thank you! grouping_connectivity_problem.hip
  13. I have a square geometry. 4 units on each side using the measure sop it calculates : perimeter = 16 area= 16 volume = 10.6667 ??????? How is Houdini coming up with this number for the volume. I know it's a square and it does not have a real volume but i'm curious to know how it came up with this number.
  14. That's perfect, it worked. Thanks marty.