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pak

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About pak

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    Murat Pak
  1. That's such a clever way to work @Noobini, thank you for this detailed step by step share! @violalyu I am on 16.0.705 - maybe it's a version difference.. However, I don't have the option "transfer groups" anywhere in that node. Here, check out this brand new assemble node I've placed. Edit: Just checked help for the node through right click menu, indeed in H16, there is no "transfer groups" option in assemble node. Maybe that's why.
  2. @violalyuthank you for this nice addition, there are some good vex solutions to this problem indeed, one of the things I'm wondering is - how to solve this without vex for me, the file @jon3de provided does not work (as described above)
  3. That would solve for "primitives" - but I'm looking for "prim group centers" ~ I believe this method wouldn't work in that case?
  4. there is no "transfer_groups" parameter for the assemble obj here, that may be the reason. I'm not connecting your file to my content, opening it up directly gives me the above error/popup. H16 here
  5. Thank you for the answers, @acey195 very nice use of bbox centers, indeed! @jon3de I've checked your file however after the packed geo assemble, blast and delete has nothing in them, 0 prims, points, vertices, etc.
  6. What's the best method to put a point into the center of each primitive group in a geo? I was wondering if scatter can [somehow] do it?
  7. Thank you very much for this charming explanation!
  8. I've seen a similar solution on sidefx forums (posted the same question there). This is very nice, very elegant. Thank you for the response. I'm unable to wrap my head around what's going on there exactly. Tried looking the nodes step by step, viualizing te vectors (bind exported them to a point attribute), but still, I have not much clue on how this works. I would like to understand though. How exactly do NDC nodes work? (documentation seems very plain in terms of technical/math explanation) Feel free to link me to maths behind it ~
  9. I'm trying to transform/project 3d objects to a 2d planes that will look the same (with perspective) from camera. Please have a look at the attached file to see my current workaround. I am happy with the end result (this is what I wanted) but I feel this solution is far from being simple or clever (enough). How would you approach a similar problem? P.S. Vex is okay, but a no-vex solution is what I am specifically looking for atm. world_to_camera_space.hipnc
  10. Hello odforce, this may be my first post but I'm loving this community, following recent posts as much as possible. I'm currently playing with massive pointclouds (few houndred millions scale) in houdini - trying to get a charming poutput of them. I am also in love with raw-looking-stuff so opengl renderer was my pick in this case, for the sake of speed and that raw look. So, what I want to do is, to render points with fixed screen space size, with a radius. > When I chose to render "points" with radius, houdini seems to give them a default point texture with an outline and shaded edges, I found no way to modify this default texture (let me know if any, this would be my solution to go) > when I chose to render points as pixels, obviously there is no radius option Anything else I've tried basically falls into the "do it yourself manually" category. I've tried rendering the points with sprites since they have perspective and I want to have screen space particles, I've built a point vop to resize the particles depending on the camera distance to make them all seem equally sized in screen space, but as you can imagine, this is very costly with such high number of points. My question may be odd, but, I would like to have control over that "raw look" of opengl renderer. In other tools I've used so far (C4D expert here) there is generally an option to pick how things look even in raw wireframe/opengl/softwareRenderer renders, in houdini, I seem to find this option missing a lot of important details (even unable to change that default shaded point!). So I'm here asking for some expertise ~ TLDR: looking for a fast way to render half billion particles with fixed screen space size.
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