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PlatinumFishy

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About PlatinumFishy

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    Peon

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  • Name
    Andrew
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    Texas

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  1. Wall generation from wireframes

    So I created a maze generator which creates a series of polylines. Then using the polyexpand2d I create a connected base for the base which is then poly extruded up. This works great for input geometry that is flat but not so much for true 3d objects. Polywire creates a /passable/ effect but not great. Would there be a way to wrap the 2d maze generation around other objects? Such as a cylinder or (what I have in my head) something more irregular such as an arm? Edit: sorry if this was a little unclear but what I want mainly want is a way to keep the look achieved with a 2d object on a 3d object, so having the nice rectangular walls where i can control their thickness and height. (Also I know this is modeling but if you could give me tips on making my process of maze generation better then be my guest!) maze.hiplc
  2. @Noobini You're correct. I was only using a grid that was remeshed (with varying density) as my sample geometry. I guess the only problem with using the divide sop is that it must triangulate everything. Also, this inner lattice is more for determining which primitives are next to one another rather than actually being used in the final graphics. The idea is to use this lattice along with the neighbors function. In the photo you posted the one with the arrow on the right would be okay but not the arrow on the left, unless there is a tiny shared edge i am not seeing. While doing some researching I came across this thread: And while it seems to be what I am trying to achieve, I cannot seem to understanding of most of it.
  3. Okay! So the Compute Dual function did exactly what I was looking for, thank you! Edit: Does not work completely.
  4. I have tried using the Connect Adjacent Pieces sop but it does not seem to be working (or I could just not be using it right). The documentation on the sop is also cryptic. Is there a way to achieve this without using this sop? I know when you use addpoint(0, @P) in a primitive wrangle that it will create a point in the center of the polygon but that point has no attribute and no way to inherent any attributes from the primitive that it is created from. There also does not seem to be a vex function that fetches the adjacent pieces of a polygon. Any help would be appreciated.
  5. Is there a way to save a group of nodes so that they can be called later on the same way other nodes would? I don't necessarily want a digital asset (meaning I don't want the nodes in a subnet), but rather just a preset a few nodes that I use often. For instance, creating a copy to points where a small sphere is already attached to the first input. Or a point vop that already has an noise node hooked up to a fit range and ramp parameter.
  6. Hello! I was curious to how the lighting effect in this render was achieved. I dont think that it was done in post. And how would I do the glowing effect as well? Typically I render with Redshift but if you know how to do it in your native rendering engine then that would help as well!
  7. Hello, recently I've been trying to make a procedurally generated mini planet. I have the terrain built (somewhat keep in mind its a work in progress) but I want to fill the ocean with water. Sadly I am not very experienced with FLIP or any other Houdini's simulation tools so I'm not sure if I need to use FLIP or if there is an easier less taxing way? Planets v1 .hipnc
  8. Houdini Crashes When I Run this VEX

    So the intent is that this little bit of code will get the distance this point of "water" (blue colored point) is from "land" (green or yellow colored points) and then set it to an attribute that I created with a different point wrangle ("landrad" ) . Whenever I run the wrangle, Houdini freezes and I can't seem to figure out why. Now I know this code isn't "the most efficient way" of achieving this effect (I could probably cut out some code since pgfind puts them in order of closest to furthest so in theory, the first point to be a different color is going to be the closes), it was just the way I thought up last night before pondering it in bed. But it should still /work/. Also, sorry for the image. I am away from home and this is all I have. Also also, is here a way to break out of a foreach statement? Does "continue;" work in VEX?
  9. As the title kind of suggests, how would integrate a broken model into a scene. So for example, say I had a wall that I wanted broken, but I also wanted the pieces of the wall sprawled out onto the floor. The pieces wouldn't be scattered randomly though, it would be as though something /had/ busted through the wall. How would one go about saving the broken geometry (after it has been broken and is now on the floor) along with the scene, while still retaining their ability to be affected by forces.
  10. Coloring Points With Vex

    Thank you! that did the trick. While I was waiting I was trying to input all the points in the "near" array into a group and /then/ color it. I do have one question though, isn't "i" just a place holder for the " near" array? Meaning not the actual point number?
  11. Coloring Points With Vex

    SO, I am currently trying to make mini planets with procedurally generated biomes (Probably too ambitious since I'm still new at Houdini, especially with vex but oh well). I fist scattered a few points around a sphere then assigned those to a group. After merging the new group of points (radial) with the original sphere I wanted to make it so that points within a certain radius of the scattered dots would be colored red. I got everything in a VEX statement but I cant seem to figure out how to color the points nearby, only the point the wrangle is working on. For those who do not want to open a file. int check = inpointgroup(0, "radial" , @ptnum); if (check==1) { int near[] = nearpoints(0, @P, 5); foreach( int i; near) @Cd = {1,0,0}; } Biome.hipnc
  12. After taking a short break from Houdini (about 3 months) I recently downloaded 15.57 to have some neat features. Well for some reason, nothing is being cached onto my timeline (there is no blue line, or even a yellow/orange line). I'm not doing any simulations, but I am converting a changing polygon to VBD, smoothing it, then back to Poly. I may be remembering this wrong but isn't everything supposed to be cached? Even reall simple stuff such as animating a ball to go left and right?
  13. Cookie/Bool Help

    I am trying to make a simple drill using a cone and a spiral sweep polygon. I try to cut into the cone using the spiral sweep but I can't seem to get the cookie to work properly. Any suggestions or alternative ways to achieve this? Spiral.hipnc
  14. My intention is to use it for a character's neck specifically where they will be talking and thus the geometry would be deforming. Do you have any recommended programs for motion capturing from two (or more) camera sources?
  15. How would I go about conforming a model to a surface of the body? I am thinking of marking dots in a five row grid around the actor then using Nuke to track the points along with the scene. Using the points I hope to draw a curve from each of the rows then connect the curves to create shapes. But what about when the tacking points go to where the camera cant see? Wouldn't they just hover in the last place they were? To fix this would I just kill them when their velocity is zero? Any tips for achieving this effect would be appreciated.
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