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Noobini

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Everything posted by Noobini

  1. you seem to complicate things quite a bit... 01) the boolean should treat the cutting surfaces as.............SURFACES.....not solid 02) the boolean operation should simply be intersect...no need for any seams so if you keep it simple and logical as that...it 'just works' winding_polyextrude_simple.hipnc
  2. Delete geomtery inside geomtery.

    just add a Boolean, by default, it should remove self-intersection. Note your clip (and bullet inside) is NOT self intersecting....so they remain. EDIT: seems like the hammer's gone missing...not perfect...
  3. MOPs: Motion Graphics Operators for Houdini

    so if I release this for FREE would you accuse people 'using' it as lazy ? Why don't 'lazy' ppl learn to model this manually ?
  4. MOPs: Motion Graphics Operators for Houdini

    nothing wrong with asking for VEX tutorials to continue...but then you had to take potshots at other people along they way insinuating they are lazy ? So you use a 'procedural' software such as Houdini...what would you say to a traditional modeller who says: What ? Houdini does procedural modelling ? Pooo poo...you lazy modellers....real modellers do thing the hard way (coz they want to)....real modellers move each vert/edge/face around one at a time...not procedurally !!! Why you so lazy ?
  5. MOPs: Motion Graphics Operators for Houdini

    seems like the Group in MOPs_Transform_Modifier is not working ? Attached is illustration, the left branch is the desired result, while on the right, done in a different way...using Group in the MOPs_Transform_Modifier, it doesn't have any effect. So the idea is, even if ALL points have theirs @mops_falloff established, I thought if I restrict the effect to my Group selection in the Transform_Modifier...it should work ? (and yeah the gotcha with group is it has to be points since MOPs work on packed points principle) MOPs_Transform_Modifier_Group.hipnc
  6. Polyreduce losing fracture pieces

    another way that uses just ONE polyreduce is this: - delete the switch and the 2nd polyreduce - in the 1st reduce, enter in Keep %: if(npoints(0)>50,18,40) so if the frag has more than 50 points, it will keep only 18%....less than 50 points then keep 40%.
  7. Polyreduce losing fracture pieces

    01) you're using 'old' polyreduce...I trust you know what you are doing. 02) you blow away too much geo...imagine keeping only 17% of a box...you'd be lucky to have a 'sliver' left. 03) so I've provided a choice where too much has been eroded away that you have only 2 pts left...ie. it can't construct a face now (needs at least 3 pts for a face)...so if this is the case it uses the 'reduce' that is not soooooooooooo severe. polyreduce_losing_pieces_fix.hipnc
  8. MOPs: Motion Graphics Operators for Houdini

    so because of MOPs...now some technically minded people 'fear'...well hey, go ahead, live your life in fear.
  9. MOPs: Motion Graphics Operators for Houdini

    newsflash....Entagma looked at C4D splinesweep....and created a Houdini VEX tutorial for it. The sky is falling......the sky is falling !
  10. MOPs FX

    Get your MOPs here: Font Blower FX: vu_GetOffTheBlower.hipnc
  11. MOPs FX

    SplinePush: (screw thread, spiral, helix) While you can use Boolean, it might get messy...this MOPs method will always give you quads. Live update with height, turns, push amt. You can see this is 'modelling'...nothing to do with mograph....but is that going to stop me from using MOPs ? Absolutely NOT...it's just a (great) tool...use it to the best of your ability instead of "oohh but that's not VEX...not real Houdini way..." vu_MOPs_spiralPush.hipnc
  12. Packing circles of different radius

    I did this with crappy old Max (MCG)....suuuuuuuurely can be done in Houdini......Houdini should eat this for breakfast...
  13. UV boundaries to edges

    can't remember 100% but have you checked Game Dev Tools ? there's some feature to turn edge/seam or seam/edge...as said, can't remember
  14. Polywire shape adjustments

    just a handful of nodes with MOPs...(5 nodes...that's one hand) PolywireWidth.hipnc
  15. Compound paths from Illustrator

    no idea...just that Houdini fonts (hole) are perplexingly dodgy in this day and age...don't believe me ? 01) Font, leave on default Lato Bold 02) change text to B, that's it...just a capital B.... you'd think in this day and age...with all the might of Houdini........the hole in the capital B would be correctly processed ? yes there are millions of fixes/workarounds...but it's just a hole in the letter B...it should 'just work' in the first place...no excuses...
  16. Compound paths from Illustrator

    how about this simple approach ? logo_fixed.hipnc
  17. Compound paths from Illustrator

    try this ? (you may have to change the normal direction...could be Z or Y) unify_normals.hipnc
  18. MOPs FX

    Footprints: vu_MOPs_Footprints.hipnc ver 2: less points accumulation...and 'spring' in steps.. vu_MOPs_Footprints2.hipnc
  19. MOPs FX

    Glug Glug Glug: vu_MOPs_GlugGlugGlug.hipnc
  20. MOPs FX

    Pie chart: (or spiral stairs) vu_MOPs_piechart.hipnc
  21. MOPs FX

    Thermal imaging: vu_MOPs_Thermals.hipnc
  22. MOPs FX

    a quick reverse goalu option would be nice...instead of me adding a separate sort/reverse....and I'm yet to figure out what the Offset Amount (default 1) does....?
  23. MOPs FX

    Tank Tread: PS: you are welcome to add to this thread of your wacky brainshortcircuitings..more the merrier... vu_MOPs_Tank_Tread.hipnc
  24. npoints function not working

    or as orig setup use: i@myId = npoints("op:../PTS"); Also, be very careful when you use the help...there's VEX function and then there's expression function They have slightly different syntax, when I first started I lost a bit of hair over this. Since you are in a wrangle...you should look up VEX function and not expression function (usually quickie one-liners) So the help you posted....that's for an expression function (tho in this case the syntax is the same...but note it says surface node and that's it). If you use the help for VEX function...read further, it says: <geometry> When running in the context of a node (such as a wrangle SOP), this argument can be an integer representing the input number (starting at 0) to read the geometry from. Alternatively, the argument can be a string specifying a geometry file (for example, a .bgeo) to read from. When running inside Houdini, this can be an op:/path/to/sop reference. and hence, that's where I got the op: from...
  25. npoints function not working

    you could just wire the PTS into the 2nd input of the wrangle and use npoints(1) i guess...
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