# nbyte

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• Rank
Peon

• Name
nico
• Location
germany
1. ## Smoothing Boolean Seams

The tool is now available at Orbolt: Smoothbooleanseams
2. ## Smoothing Boolean Seams

While waiting for my tool being reviewed on Orbolt - I have added some extra parameter to better control the transition. Does anyone know how much time the reviewing process takes?
3. ## Smoothing Boolean Seams

Here a little Video that shows how to use this tool. I'm trying to upload it to Orbolt - but there are some server problems going on ...
4. ## Smoothing Boolean Seams

Hi Ruslan, it is relative simple. Do a normal bool. Do a VEX or VOP Pointcloud-Lookup between the points of the seam and the geometry points and calculate the distance to the closest point to the seams. Use this distance variable to modulate the smoothing amount of the mesh - pipe some ramp in between to control the falloff. If you want to modulate the smooth directly, you have to make the smooth in VEX/VOP (Search the web for laplacian smooth in VEX). If you use the smooth sop - blend between the smoothed geo and the unsmoothed in VOP with the help of the ramped distance variable. I hope this helps ... I have planned to release the tool on Orbolt. I have to make more tests and make some cleanup. Time is the problem :-)
5. ## Smoothing Boolean Seams

Here a quick Gif on a hda I'm working to smooth the seams of an boolean operation. You have control how far from the boolean seams you want to smooth the geometry. Nico
6. ## Opus Pattern Grid

Hi, I don't know how to make it mathematically. Here you can find different Opus Pattern: https://www.mandarinstone.com/advice-and-support/stone-layouts/ As you can see most pattern are based on a 7x7 grid layout. There are mostly 4 different tile types with a aspect ratio relationship. (A=3x2 units, B=2x2 units, C=2x1 units, D=1x1 units). So you can use the points of 7x7 grid and assign scaling attributes to the points according to the type of opus pattern and copy a 1x1 tile to the points with the scaling attributes. Hope that helps... OpusPatternTool.hiplc

8. ## Basic - How to skin?

You can use a null to group all of your chain roots. I'm not a rigger - so I don't know if it is the best solution.

10. ## Houdini Redshift Volume Help

Hi Sercan, you need 3 things to render volumes with redshift. 1. Volume should be Houdini Volume, VDB or VDB-File 2. Add ObjParm to geo and enable volume parameter (choose the right type) 3. a redshift light - because only redshift light can contribute to volume That is!
11. ## Align and orient objects with copy sop (to a surface)?

Jeff, thank you very much.
12. ## Align and orient objects with copy sop (to a surface)?

I have made some progress ... but I don't know, why not all boxes align? Align2Surface_v2.hiplc
13. ## Align and orient objects with copy sop (to a surface)?

Hi all, I want to align pre-oriented objects to a surface. I'm only able to pre-orient with a orient attribute or to align with the help of N attribute. But how can I combine both? Thanks for your help. Greets Nico Align2Surface.hiplc
14. ## [SOLVED]PolyExtrude Like Bevel Profile In Blender?

Hi Atom, I would try extrude instead of polyextrude (see attached pic).
15. ## How to perfect fractured a sphere into tetrahedrons ?

Create a polygon Sphere (the one with triangles). Facet the sphere with unique points to get separate triangles, then use the measure tool to calculate the perimeter of each triangle and then divide this value by 4 to use it as distance attribute in polyextrude node... The only problem is that your sphere get a facet look ... tetrahedronsSphere.hiplc
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