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pusat last won the day on August 11

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  1. It's the simplest method but not the fastest. If you want to perform this operation the fastest, you need to pre-generate your points using Point Generate SOP (nprims()) and then move each point to the center of each primitive using the second input as the reference. That way you avoid the geometry creation and deletion operations, both of which are very expensive. Creating points using Point Generate SOP is extremely fast, since it creates all points at the origin.
  2. Straight VEX based volume deformation with no geometry conversion in between.
  3. I find that channel pretty useless. Just non-technical commentary on new papers.
  4. Indeed, this tool only creates connections between immediate neighbours up to N depth, so you don't need to create unnecessary connections. After that you can decide how to break up your glue network using noise, rules, etc. In your case you can easily identify the connections that belong to different material by querying the attributes as this node stores original name attributes, and which piece they originate from, etc.
  5. You can achieve it using something like this: Later on I made a more generic version called Adjacency Skeleton. Need to update the video sometime
  6. I think you need some kind of optical flow algorithm so you can certainly use PCA: https://ps.is.tue.mpg.de/research_projects/pca-flow https://github.com/jswulff/pcaflow https://asp-eurasipjournals.springeropen.com/articles/10.1155/2010/680623
  7. Performs PCA (Principal Component Analysis) on a point cloud.
  8. Before any new serious COP features though, SESI needs to fix some core bugs that are as old as the system itself. I reported many but I get the feeling that there are no plans to address any of them. There are threading issues, deadlocks, round trip (COP to SOP to COP) limitation, GPU image artifacts, anti-aliasing issues using the exact same code in VOPs vs VEX, etc. Otherwise I really like COPs too. I made an OpenCL Wrangle COP recently that proves to be very useful for image filters.
  9. You can make your own modeling tools. Check out some examples here: http://orbolt.com/search/?q=animatrix+sop
  10. +1, this is a nice RFE. I wrote shelf scripts that does this for Display flag so it's possible to script this action as well. I can send you the code if you want that you can bind to a hotkey. My RFE: In H16 if you copy some text inside Houdini such as code from inside an AttribWrangle and then select and copy a node tile, and then paste inside an AttribWrangle, Houdini will paste the path of the node inside the text editor. Before 16, it didn't do this, it preserved node tile copy clipboard separate from textual clipboard. If this is a new feature then it should have its own shortcut not alter the default copy/paste behaviour people have used to for a long time IMO. [ID# 84001]
  11. Compiling wouldn't work with Carve SOP as it's not compilable yet.
  12. It's very easy. First compute the best fit plane of these points. You can use this VEX tool: http://orbolt.com/asset/animatrix::bestFitPlane::1.00 Then create a circle in VEX that's at origin on XZ plane, then using: matrix3 m = dihedral ( {0,1,0}, bestFitPlaneNormal ); multiply your new circle points with m and then add bestFitPlaneCenter to these points.
  13. You can use Attribute From Volume SOP.