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Everything posted by freaq

  1. Hello dear people of odforce, another question from me, this time i'm having some issues with my UV's I' trying to create a sort of rocky wall, using a vopsop displacement, but due to the way my object is mapped, (an extended sweep as covered by the totorials from Kim Goossens on CMIVFX) I am having compression in sharp corners. as per the example below, I have tried to find some options for relaxing (they are even mentioned on the side FX site) and although I can smooth UV's I cannot "relax" them based on their surface area. a plan could be to take the outside corners and use the measure SOP to measure the length of ech chordr, but this would only work in this specific example... does anyone have a good idea how to do this in a way that can also be used in a more stable fashion. as always all help is greatly appreciated.
  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. 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
  7. 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
  8. 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.
  9. your fillet curves/surfaces are actually quite nice. may I ask how you created them?
  10. 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)
  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. 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?
  14. any way I can use that in Houdini itself? or do I need to go through the commandline tools?
  15. interesting example thanks for sharing!
  16. well it is a normal map probably. but extracting the normal or the colour is effectively the same thing just instead of querying the N vectore 3 you query the Cd vector 3. swap the attribname and done.
  17. fantastic when I have a minute I will surely take a look at this!
  18. checkout the creep sop then make planes that are connected and it will put the bricks together distorting that as required.
  19. that is in H14? try it with FLIP as well, there it seems to have a bigger impact on performance.
  20. on this topic I need to hide a button unless the value of parm1 !=0 or != 1 so any other value show it. any tips? turns out one can do this: { parm1 != 0 parm1 != 1 parm1 != 99 }
  21. I did make one, I believe there was a thread on here sometime ago with an example even!
  22. afraid there is currently no medial axis in Houdini Proper. however you are not the only one to desire this feature
  23. well shit... and here i was hoping the Foundry would go after autodesk, as they have slowly been giving them a run for their money in the movie space...
  24. I still want a 3D paint (texture) sop and 2D paint copnode in Houdini... the possibilities are endless