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theprogg

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About theprogg

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    steven
  1. I've laid out UV's procedurally in Houdini with the sweep or skin sop and using arclen on the input curves, but I'm wondering if there is a solution to straighten/unwrap geometry that is generated in ways other that using a sweep or skin SOP. If anyone is familiar with the Unfold Strip from Loop button in 3dsMax's Unwrap UV modifier it basically takes any edge or loop input and straightens out the geometry into a strip. It's super useful for cylinders and chamfered/extruded edges. I'm wondering if there is a workflow to do something similar in Houdini. I tried messing with the new FlattenUV node and I can get something kind of close with the enable loop straightening, but the UV's are still wobbly and not perfectly straight.
  2. This turned out to be stupidly easy. Just needed a foreach named loop with piece attribute set to unreal_input_mesh_name
  3. Im currently using multiple geometry inputs from Unreal into an HDA via the + symbol on the HDA rollout. It works fine for passing the separate assets into the HDA, but I'm trying to separate the geometry so I can randomize which object I use at different parts of the HDA. The documentation states: “When there is more than one geometry set as input, the geometries can be differentiated in the Digital Asset with the Unreal to Houdini attribute unreal_input_mesh_name which is created on the input geometry primitives.” This is great, except that I'm trying to make the HDA procedural in that I dont want to have to manually separate the inputs inside of houdini based on an exact mesh string attribute value because the tool could have infinite amounts of inputs. Ideally the marshalling from Unreal to Houdini would include an index of the asset as a primitive attribute as well but currently it doesnt. I was trying to figure out a way to compare strings in such a way that I dont have to specify exact values as that defeats the purpose of being able to change the inputs in Unreal on the fly, but I cant really come up with clean way to convert the unique string attributes into a usable format. Connectivity SOP would work except that some of the input assets are made of multiple subobjects so that doesnt work in this case. The only attribute differentiating the input assets from Unreal is that prim string attribute 'unreal_input_mesh_name' which is an exact reference of the mesh in the content browser in Unreal. Any ideas on how to split primitives into a group or assign an attribute based solely on a unique string value?
  4. I'm trying to build out an idea for an HDA that would create a vine along a surface based on a find shortest path SOP and some controllers for where the start and end points would be to control how long the vine is. This is mostly intended to be a tool in a realtime engine with the idea that it would be cooked into a static mesh (so it doesnt need to animate). I have the main branch generating fine but I am attempting to create some branching points from the main curve to create child branches from this main branch. However, I'm fairly new to Houdini and kind of stumped where to go from here. Currently I'm scattering points from the main branch and attempting to drive them away from the main branch while following along the surface normal of the underlying mesh. I've got something really basic(just sending them out at a random vector direction and snapping them to the surface) but I feel as though this method doesnt give me any control. I thought about trying to make the branches use a find shortest path as well but Im not sure how to control where the start and end points would be procedurally, hence why I was trying to create curves along the surface normals in an attribute wrangle instead. I attached a .hip file for anyone willing to take a look. Thanks for any advice, I appreciate any pointers in understanding VEX better. IvyGrowing.hip
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