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logix1390

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Everything posted by logix1390

  1. Hello, I have come across an interesting problem. I have a basic scene with a grid and a mountain applied to it. I animated the grid in a very simple way. After that, I applied a colored noise to the grid and deleted the geometry by color. However, When I try and slow the animation down using a time blend and time warp, The geometry becomes very messed up and cross over each other. It Seems like the points are not interpolating properly between frames. If I turn off the Colored Noise and Delete nodes, everything works correctly. I have been scratching my head at this weird interpolation issue for some time.. I will attach my scene file for anyone who wants to take a look. Thank you -logix Slow_Motion_Deleted_Geo.hip
  2. YES. It worked! Brilliant. Thanks again Noobini.
  3. Hello, I am currently fracturing a simple wall using H16 new Boolean fracture. I noticed that the pieces it spits out are not actually a full pieces of geometry. Each chunk are missing the sides compared to the Voronoi fracture pieces. How do I get full geometry out of each chunk when using the Boolean method ? Should I go into a foreach and bridge the sides ? There must be an easier way. I will attach some pictures and my file for anyone interested Thank you boolean_pieces_vs_voronoi_pieces.hip
  4. ahh I see, Thank you Sepu
  5. Hello, I have come across an interesting problem. I have a basic scene with a grid and a mountain applied to it. I animated the grid in a very simple way. After that, I applied a colored noise to the grid and deleted the geometry by color. However, When I try and slow the animation down using a time blend and time warp, The geometry becomes very messed up and cross over each other. It Seems like the points are not interpolating properly between frames. If I turn off the Colored Noise and Delete nodes, everything works correctly. I have been scratching my head at this weird interpolation issue for some time.. I will attach my scene file for anyone who wants to take a look. Thank you -logix
  6. Slow_Motion_Deleted_Geo.hip
  7. Damn, sorry for the double post, not sure why that happened again..
  8. Perhaps...or larger eyes with 4k vision
  9. Hello, This might be a silly question. I noticed that my Preview button is missing in Houdini 16.557 . It automatically does a preview render and not a full quality render if you know what I mean... I don't know if this is because i recently installed redshift or they took it out in Houdini 16. I never noticed this before.. I'll attach a picture. I am trying to render with Mantra not Redshift.
  10. LOL wow. thanks
  11. It worked, i was renaming the houdini folder in the wrong path. Thank u for the help
  12. Hello, I came across an issue where I open up Houdini 16 and none of the buttons get loaded. The error messages I get are like this : 'C:/Users/tom/Documents/houdini16.0/config/Icons/SVGIcons.cache' corrupted? warning: failed to load 'BUTTONS_colors.svg' 'C:/Users/tom/Documents/houdini16.0/config/Icons/SVGIcons.cache' corrupted? warning: failed to load 'BUTTONS_listview.svg' .... pretty much half the list of buttons in houdini are missing I tried re-installing and still I get this error. I was looking at this forum where the guy had the same issue: https://www.sidefx.com/forum/topic/37267/ However , they were syaing to rename the 'houdini' folder to 'houdiniOLD' or something, but when I do that , Houdini does not automatically create it again to reset. Is there a specific folder I should rename/delete so that Houdini resets itself Any help would be greatly appreciated , Thank you.
  13. Anyone ?? Please someone help me on this, it's very important.
  14. This is great Sepu. I was definitely over complicating things. Really appreciate the help !
  15. Hello everyone, I have some grids copied onto points. I want to rotate on each point. I created an attribute called "pivot" for each point and then did a few things in vops. It works, however, it is rotating all of the grids globally instead of rotating around its corresponding pivot point. I am also trying to rotate each grid randomly based on its class in vops , with no luck.. I will attach my file if anyone wants to take a look. Thank you. rotate_on_correct_pivot.hip
  16. Thank you Noobini, I got it to work
  17. Hello, I am trying to copy fractured pieces from a fractured box to points on a grid. I have moved each piece to the origin, then copied them inside a foreach. However, it copies all of the pieces instead of a unique piece to each point. I know I have to do something with the name and piece attribute but I am not sure the direction to go in. Would love to get an opinion on this. I'll attach my scene file for anyone who wants to take a look. Thank you voronoifracture_to_points.hip
  18. Hey Noobini, All of my wooden pillars in my actual scene are merged as one, and I am doing a scatter and voronoi inside a foreach. Unfortunately I am not allowed to post up my actual file. I should have been a little more clear in my test file, ,my apologies. The points from volume seems to be doing the trick, with far less nodes than before. Thank you for your help
  19. Hello, I have two pieces of wood, one big and one small. I am going to end up fracturing tons of wood later on and I would like to have a good method on scatter points based on how big each piece of wood is. If the wood is small I would like only a few points scattered inside, and if the wood is big then I want more points scattered. I have a rough solution for this, but it does not seem to be a very promising solution. Basically I calculated the area and the volume of each piece and multiplied them together with another seed value. It works, but a solution like this may run into issues . I was hoping someone could help me come up with a better solution for this. I will attach my scene file for anyone who wanted to take a look. Thank you. scatter_points_by_size.hip
  20. This worked perfectly for me. I should have known to subdivide before. Thank you for the help Noobini, really appreciate it.
  21. Hello, I have a rough model of a building I created in Houdini using the new boolean operator. It works perfectly, however when I use the voronoi fracture afterwards, it does something very unexpected and gives me very weird geometry. I tried a combination of the facet and fuse sops to clean the geo a little but it still gives me problems. I would really appreciate any help on this. Thank you. boolean_problem.hip
  22. Hey Atom! Thank you for the help. This is a very interesting method for scattering , I will see that I use this in the future. My current situation is that I have a procedural house model with hundreds of wooden beams. Some beams are smaller than others. I was hoping to get a good method on scattering points on each piece based on it's size. So a small piece would only get a few points scattered and a large piece would get many more. As you see in the file, I measure by volume and area and scatter based on a quick expression I came up with. I was hoping to get some feedback on my method really , or if their is a better method I can try out. Thank you for the help
  23. This is great guys, thank you, really helps !
  24. Hello, I am trying to delete the largest point number in a line procedurally. I have ten points , I want to delete point 10. I was trying to use npoints expression in the `group by range` sop, but no luck. It gives me the opposite result of grouping the smallest point number. Any thoughts? I'll attach my scene file for anyone who wants to take a look. Thank you. delete_largest_point_num.hip
  25. This is perfect Sepu! What exactly is this expression doing? What is the 0 and -1 ? Really appreciate the help.