Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

freaq

Members
  • Content count

    229
  • Joined

  • Last visited

  • Days Won

    3

freaq last won the day on April 30 2014

freaq had the most liked content!

Community Reputation

38 Excellent

About freaq

  • Rank
    Initiate

Contact Methods

  • Website URL
    http://freekhoekstra.com

Personal Information

  • Name
    Freek
  • Location
    Vancouver Canada
  • Interests
    Games, procedural modelling
  1. I think this might be based on some work I did at SideFX about 4 years ago. what I did is clip the bottom of the building (for the bottom floor) I'll ignore the bottom as you seem to have figured that out. for the floors, I then, for every face, go into a for loop and split those faces in the Y axis (based on a target height) to get our floors. then each of those faces is ready to be segmented into panels, loop through those faces, reorder the points by height (Y) and only keep the first 2 (so we get the bottom edge) we take that line and resample it, and remove the last point. now on each of those points we can copy a panel (of a window or whatever) we remove the last one as it would place a panel beyond the corner of the building. I don't quite have the time to build you an example but hopefully this is helpful. Greets, Freek
  2. V order of 2 sets the interpolation to linear (2 closest points along V) 3 means you get some "smoothing" across the 3 closest points in V 4 is even more smooth etc.
  3. the new Visualizers are awesome, but I need one to be driven from a node, and I need it to look up the colours from a UI widget, 1 - red 2 = green 3 = purple 4 = yellow etc. any clues ?
  4. there was a demo at the SideFX booth at siggraph of some awesome work done at Microsoft regarding environments and the houdini engine in UE4. not sure if its available by now but it was really impressive tech.
  5. trying to control a randomness by a ramp parameter so an artist can control what spawns more often and less my idea is to take the curve, integrate it (or via numpy .cumsum()) and then index that value. but apparantly this is not so easy in houdini, some pointers anyone? ps: also weird: when storing a ramp as a variable the ramp cannot be adressed: this works: hou.parm('/obj/lot1/distribution2').eval().lookup(0.7) this does not: dist = hou.parm('/obj/lot1/distribution2').eval() dist.lookup(0.3) which makes it very inconveniant to do things like integrate etc. very nasty
  6. got a reply from SESI for people who might be facing a similar issue: The devs tell me: "It is a while, not a do-while. We setup the variables for an iteration. We then evaluate that parameter. That will cause the chain to cook since your test node is at the bottom. Then, if it evaluates to one, we quit, without even starting the iteration. I think what you want is for it to stop the *next* iteration, not the one in which the attribute changed on. Simplest approach may be to: 1) have an attrib wrangle over detail; if the stop condition != 0, increment it. 2) Then have your test setting it to 1 if your stop condition is met. 3) Finally, your detail() will check for > 1. This way when it first hits 1 it latches... Though, writing it, I realize you need a separate Each in Feedback mode to get this to work. So it is going to be a lot more complicated. I think we need an option to have it stop *after* the iteration rather than before to make this clean, so I'm making this an RFE." Cheers, Silvina
  7. there is the connectivity sop which does that you can use that to drive a partition sop to split them into groups by the attribute value partition creates.
  8. your fillet curves/surfaces are actually quite nice. may I ask how you created them?
  9. so I'm trying this solution, but when I use the stop condition instead of getting 1 point (I if I execute 20 times get 6 positive hits so if this would work I should just get one.) I get the shell of the building back, instead of an instance point. so I'm doing something wrong: in the stop condition I'm using this expression: detail("../foreach2/each1","stop",0)
  10. I need to do a system where houdini is trying a fit, and if there is intersection between specific parts of the mesh, try again. basically generating a potetial position (point with a normal for an instance) I have a method for detecting the intersection, but I need a way to if intersection is detected try again until no intersection is detected. effectively a while loop with a foreach sop or sopsolver or something. anyone have any ideas or examples?? thansk
  11. can anyone answer this? and is this truly a fact? cause that would be a dealbreaker for me!!!
  12. tom not sure that actually happens, with trees, usually the branch spawns and stays at a certain height, although branches that don;t receive any light die off (so lower branches die.) but the branches as far as I'm aware don't slide up with the tree.
  13. any way I can use that in Houdini itself? or do I need to go through the commandline tools?
  14. interesting example thanks for sharing!
  15. hey guys, got a piece of geo with about 80-90 attribs and approx 80.000 points. and I need to make sure nothing is changing as I change the tools that create all this data. (cause I'm going insane trying to do this by hand) do you guys know a good way to do an efficient geo diff?