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About 8BitBeard

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    Johannes Kristmann
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  1. Raycast points to align objects

    Thank you very much julian. If there are simpler ways, can you point me towards a reference? I'm still learning and probably do many thing much more complicated than necessary. The intention of this system is to have a tool that helps me build house facades much quicker. The boxes I am aligning in this example stand in for facade details such as windows, doors, ventilation objects, support beams, etc. In some instances I not only need to orient these objects towards the surface (which I already did with my first version), but also know the boundaries of the primitive they are projected on. For example a window that is always aligned at the bottom of a primitive, or a support beam that will be scaled to match the primitive size. To give some context, this is a shot of a building created with my current version of the tool:
  2. Raycast points to align objects

    I have this nice setup. What I'm going for is a surface that I can model freely, and then apply all kinds of different objects onto it by using points that are raycast onto the surface. This way the applied objects are independent from the original object and their placement won't be messed up by changing numbers of e.g. prims on the base model. This is mostly going to be used to construct buildings with various windows, doors, etc. This is how it looks like currently: The objects are placed by a raycast from the point onto the surface. I have checkboxes for aligning the object to the center of the primitive or moving them freely. I can also scale the objects corresponding to the primitive size. However, I'm still having the following problem: Scaling only works on vertically aligned primitives, as the calculation of the height and width of the primitive is very simplistic. Can anyone help me with this calculation, so it also works on angled / non-vertically aligned primitives? I know that "height / width" will mean something different, depending on which side the primitive is on. I was looking into adding in a direction that's coming from the center of the base object or even add a checkbox that allows to 'flip' the height and width (which would require to place some objects individually depending on where they are supposed to go ,which would be fine). Any help on this is greatly appreciated, the .hip is attached: excercise_11_ray.hiplc
  3. (Novice) Align a selection to point

    Very simple solution is: Select all the points you want to align (edge loop selection hold "A" + middle mouse button) Create a group from these points / edges Add a transform for the group Scale the axis you want to flattem them to 0 Now all your points are aligned with each other, next step would be to align the group to the point you want them to align to.
  4. Voronoi for Boolean?

    Hey that's a cool approach. Have you actually tried to bool substract the voronoi from the original box? While the initial extrude could solve a lot of problems (so simple, so good!) one of the stupid problems remain - the outer prims of the voronoi match the position of the outer prims on the box, and in some instances they will not bool properly, leaving a shell in some areas. A way to fix this is to add an additional extrude in the opposite direction to not only substract inside the box but to add some safety check to the boolean, but I feel this is not a very clean approach. I'll try some more and keep reporting, you seem to be interested in this as well ;-)
  5. Voronoi for Boolean?

    I want to break off the other 'shell' of a building using a voronoi pattern. However, while the end result kinda works it is very unstable and error prone. Maybe someone here has a better approach. Here is what I am doing: 1. I select the prims and apply a voronoi. I cluster the pieces into larger groups. At this time this is only a surface as I have no insides. 2. I delete all other clusters but one random one. 3. I extrude the cluster along primitive / egde normal. Here the biggest problem occurs - depending on the complexity of the voronoi, if I extrude it too much I get intersections which cause problems in the next step. 4. I use a Boolean SOP to substract the extruded cluster from my original building. This example looks fine, but as you can imagine, if I have intersections with the cluster the whole boolean goes bonkers. Any recommendations for a different, more flexible and stable approach?
  6. Hello. I've been trying to solve this on my own for some time now but haven't been able to come to a good conclusion. If you have an idea how to solve this without following my current approach please also tell me, I'm very open for any idea that will help me to reach the desired result. I am trying to create an effect where I am able to take any kind of geometry (mostly architectural wall pieces, based on single tiles that have been merged) and 'break off' some of it's out hull to achieve this very typical, run-down wall look: IMAGE link The steps I have currently are (see attached images) Step1: The base mesh is a merged object made up of individual tiles. I'm fairly new to Houdini, so I might not have created these in an optimal way. Any suggestions on how to improve are very welcome. From these merged objects I get a bunch of groups that I am using later. Step2: From the "base" group, which is just the facade without any of the other pieces I create a bunch of large voronoi clusters. Step3: I chose one of the voronoi clusers and, since the object I used to create the voronoi clusers was flat I extrude it. Step4: I try to apply a Bool SOP to substract the voronoi cluser from the original base mesh. It 'kinda' works, but there are many artifacts, and with no setting I am receiving a clean result. When I replace either the base mesh or the voronoi cluster with a simple geometry I receive great results, but both together are not working properly. There are many areas that I know could be problematic, but I've been unable to fix this. Is my approach spoiled alltogether? Should I do a different thing? I cannot create the windows after the bool, as I want to have a pool of many different facade pieces and then apply this breaking effect to a collection of them. Any advise is greatly appreciated! I have attached the .hip file of course as well: bool_problem.hiplc