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Marcomeeuwse

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About Marcomeeuwse

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    Marco
  1. What do you mean by: making an RFE. I'm not a native english speaker. Do you mean Reference For Evidence? and wheredid you submitted it to?
  2. procedural uv-ing

    Ah i see. Then that [0] makes sense, [0] is x, [1] is y, [2] is z. So if (0) stands for a 3-float vector, what are the other possibilities? is (1) a 3-integer vector?
  3. Cool! It should be placed over there. Well, it might not have a function right now but maybe i'll find something usefull for it. Thank you
  4. procedural uv-ing

    Thanks, didn't thought about using that poly bevel later. That saved most of it That seam group gave a me an idea. It is not possible for the object to hard-code/select a primitive, edge or point, as they are not always on the same position for all the other objects. So the selection of the seam needs to be procedural. I selected the top points of the object and placed a long box on one of the points, which will be the selection for the group node by bounding box. I did the same for the edge selection of the bevel. Im not sure if it could done any better, but it works. And the UV Flatten node works like a charm that way. Thanks! But i'm left with only one problem. Since Houdini 16, the group node is split up and the fuction @p.y==$YMAX does not work anymore, vex is now needed and i tired this: @P.y >= getbbox_max(0)[0]; That only works on the current position of the object, when I translate it on x y or z, the selection is changed. I think i don't fully understand the vex thingy. I only want to select the top points of the object Cheers axis_aligned_uvs-2.hipnc
  5. procedural uv-ing

    here is the houdini file UV issue.hipnc
  6. procedural uv-ing

    Hey Odforce, I hope you can help me. I want to UV and Texture several different shaped objects. I have several box like shapes that will become buildings later. I have in this houdini file an attemps to solve this issue. I have trouble getting something like the result made in maya, like in the picture. I would like to have this result for all of my shapes so I can apply a repeatable texture. The buildings are everywhere in world space but I dont have the translations or rotations of the buildings. So for it to work, it should not matter where the building is. I tried to get the same result as in Maya, for the UV, when the building is on worlds orgin. I tried to get select a procedural seam and use UVpelt. but it gives me the rotated result. As shown in the second picture. Can someone help me out?
  7. Hey LaidlawFX, Thanks for the reply I tried to copy your setup and added your script on the "label", but I'm afraid I don't know how to get it to work. Also, I looked up in the houdini hou python reference to understand what your script does. but Im lacking knowledge on this too. Could you clarify it?
  8. Okay, i did something else, I put the assets through a forloop and gave it an ID nr and used that as a randnr. But im still curious if there is a way to create your own custom default values/expressions for a channel, within the parameter editor
  9. Hi Odforce, I was wondering if anyone has knowledge about how to enter your own default values of a created channel within the parameter editor. I want to use a mulitparm block(list), created from a folder type, and add parameters according to the amount of nprims. I want the parameters within this folder multiparm block (list) to have default values/expressions. The idea is to link each channel to an asset with a random so the parameters (see picture) are for each asset different. Not sure if this is good idea or if it could be achieved easier, im open for other ideas. Thanks in advance!
  10. finding the points for corner, u corner or straight wall placement

    Thanks Atom, i will take a look Konstantin, I will provide some images
  11. finding the points for corner, u corner or straight wall placement

    sorry about that, I do intend to make the entire wall,facade procedural with building blocks. Actually, every point should have stored information so the procedure know when to place a straight wall, a left or right corner, or a U corner. Basically its a wall with points that places models accordingly to the position of a point to others points. I want to separate the ground floor with the higher floors since on those higher floors other models should be placed than on the ground floor. But the whole facade consists out of straight pieces of walls, and corners, of which the corners does not only exists on the most left or most right of a building. They could also occur in the centre to have a indent. I wanted to solve this by checking from every point if it has any neighbours. Has it 2 neighbours, left and right, than a straight wall building block should be place on that point. If a point misses a point on the left, a left corner building block should be placed. If a point misses a point on the right, a right corner building block should be place. If a point does not have any neighbours, a U corner building block should be place. Once the basic building block models are placed, I should swap them with an other type of that particular building block. This is indeed done by using the stamp function in the copySOP. Which already kind of works for me. Another issue is that I do understand(I think) how the procedural assets or tools are made, by logic and math. But I have trouble translating this into Houdini. It gets easier but it still confuses me. Which is a reason why I am not doing so well with VOPs. I hope this block of text will clarify a lot of questions
  12. Hi, Im creating a façade of a building, the lower part of the building can have indents. on these indents another model needs to be placed. Also on the corner, a corner model needs to be placed. to specify the placement I simply use points with a copysop. These points vary from position on the Z-axis to randomize the indents and corners. I have made an example for just a representation of how it could look. The method used can be ignored. I have tried to solve this issues by creating a pointVOP and setting the distance by using a constant. This didn't work. I have no idea what I'm doing . Another approach to solve it is to detect if a point has a neighbour by selecting it with a box. Again. I have no idea what i'm doing. I hope I'm clear enough. I hope someone can help me thanks in advance Model detection.hipnc
  13. From shapes to curves

    Back from the weekend, Wauw Djiki. This is awesome. There are so many new things that Im learning form your file and I others might too! But for me, this will take me a while to fully understand. I will have to change some workflow for creating these shapes to match it to this method of creating curves. Thanks !!
  14. From shapes to curves

    well i didnt know how to work on any orientation so you gave me a good basic start working with semi straight shapes might work just fine. Ah so that's how the relpointbbox works. i had trouble picturing what the result would be. Anyways, Thanks for giving me some new tools to work with!! will post an update if i got the result I need.
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