Jump to content


  • Content count

  • Joined

  • Last visited

Community Reputation

26 Excellent


About probiner

  • Rank

Contact Methods

  • Website URL

Personal Information

  • Name

Recent Profile Visitors

672 profile views
  1. I missed Tansform By Attribute SOP Cheers
  2. Transform SOP allows one to transform geo and at the same time its attributes according to their typeinfo (point, vector, normal). This field controls it: - How to batch transform attributes? - How to filter them in the same manner Transform SOP does? Cheers
  3. Icecream Cone HDA

    Stuff like thise while not groudbreaking it's what makes me happy to be in Houdini, to just be able to break a goal down into steps and "rig it". I've done that a while back in LW, where if I wanted to changed something afterwards... good luck... ehehe Good show!
  4. The solution I went with was: Assign a Material Builder to a group of polygons and set 0 on "Cf" and "Af". Cheers
  5. Trying to replicate something I'm used to do in LightWave, where I can in the material settings say that I want the material's alpha value to be a certain color. This is useful to get masks of polygons occluded by other polygons. I'm wondering how to get similar thing in Mantra within the same OBJ, either material based or primitive group based. Thanks
  6. Multiple Curve Extrusions with UVs

  7. Skin multiple profiles on multiple paths

    I'll try to generate paths from the profiles that might help Cheers
  8. Multiple Curve Extrusions with UVs

    This is a bit long winded, but I could not get proper proportional UVs, by using a UV Texture SOP on Sweep'ed NURBS surface. So I had to generate UVs for both the path and the profile and then combine them after. Let me know how you did the caps Cheers
  9. There's two things I want to file RFEs for but I wanted to check first with others in case I'm missing something: Video: https://streamable.com/mohpe TL;DW - Differently shaded backfaces. I would appreciate being able to discern the side of a polygon without having to "Remove backfaces". Polygon normals help but are too faint and not practical to always have on. - Consistent orientation. Turn ON "Remove backfaces" and check for example the Circle SOP both as Primitive and Polygon, the normals don't match. For people that use double sided meshes regardless this is irrelevant but since Circle,Grid, Font, etc are all primitive building blocks used in all sorts of setups I think it's reasonable to expect consistent orientation across them. Specially when one is forced to micromanage setups that rely on normals to account for the differences. X+ Y+ Z+ seem to be good standard orientations. Let me know Cheers
  10. Skin multiple profiles on multiple paths

    Thanks Noobini. I did miss the option in the Sweep SOP: "Cycle type", which will help when there's more than one profile. Another reason I am using Skin over Sweep is also to make a compilable alternative of Sweep that creates caps . So I'm reconstructing the operation. Cheers
  11. I'm using Skin because Sweep output doesn't respond well to multiple profiles and in Skin there's options to deal with it. But I've noticed that Skin doesn't respond well to multiple paths unlike Sweep's output. My question is; while I was able to tackle this with a For Each block running on the paths prims, is there a better way to do it that I might be missing? Scene file attached. SkinTwoPathsTwoProfiles.hiplc
  12. Hi @trzanko Thanks for sharing your method and files. Always nice to see different takes on similar endeavors. I'll point out some negative aspects that I think you could improve to make the exchange more interesting: - You show my post in the video, but you refer to me as "someone" and "they". - You characterize the method I present as "tedious" and a "not a great workflow" without supporting arguments. ¹ - You present an alternative method which has its benefits but misses the point of the initial inquiry. ² - In the end you ask for a donation, which is a fine practice, since people are to be awarded for what they put out, but given the previous items it adds to the awkwardness. What I find useful in what you present is that: since you're always painting "Solo" you don't mess other "channels" by mistake and you can easily swap channels, unlike with CaptureLayerPaint where I can't have channels swapping values. Overall though I think I would use a chain of PaintSOP more for something like BlendShape influence painting, which just adds up the values of all the channels, than to something I want normalized on interaction. ¹⁾ There can be management issues if you want to swap channels or lock them, but overall the operation is quite solid as they are stored on the SOPs, so the number of channels is updated and the painting is well preserved. I don't see anything tedious about recapture or why the workflow is not great, but feel free to explain. ²⁾ For me, the important aspects were that: normalization happens on interaction time; I don't have to manage layers due to their priority to control the final output which can be cumbersome with more layers; smoothing is done across all channels not just a single one; the ability to lock some channels so they are not affected (which I filed in the feature request, since I saw how useful it was in XSI). The normalization aspect is not just so that everything sums up to one, but so that priority is given to what you're painting. There's a quick explanation, in the beginning, about why layers are not what I was looking for. Cheers
  13. @Atom Thank you for looking into it, but from your image I think I can see the same problem. Notice that I'm looking from the top in my gif, not front. I guess this is what @f1480187 was warning about Cheers
  14. @f1480187 Thank you for looking into it. What's the problem with spheres? I did have another more complex object, so I tried to isolate the problem this way, PLY is what I used on the working sphere. thanks for the flipping heads up! Another thing that worked, was using https://github.com/heimlich1024/OD_CopyPasteExternal Cheers
  15. Smallest-circle problem to bound points?

    @galagast Thanks, glad the link was of use. It seems indeed surprisingly tricky. I know one day I'll wonder about bound sphere, but for now I'll just take the wins of the table and ride to the sunset, since it's what I need for my current problem Thanks guys PRB_Bound_Sphere_v4.hipnc