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Everything posted by kiryha

  1. Hi, Jesper! Nice setup! How does this command work? rand(@ptnum +45,65) I did not find three arguments example in docs. Cheers!
  2. I took the first brute force idea from this topic and implement it with VEX. Connect Attribute wrangle node to a geometry and check @show attribute in Geometry Spreadsheet: float rand = rint(rand(@ptnum)*10); int porbMap[] = {0,0,2,2,2,4,4,4,4,4}; int randMapped = porbMap[rand]; s@show = sprintf('%s', randMapped); the probMap is an array where you define your conditions. I reduce array size from 100 to 10, so instead of 20 zeros for 20% probability of selecting zero points, you need to enter only 2 (30% probability to select 2 points and 50% probability to select 4 points). Its awful algorithm and I am not 100% sure If it's working correctly. Certainly, there should be a more elegant solution!
  3. Thanks, Garg! It was a version issue, in 16.5.439 my alembic scene is working!
  4. I don't think the issue is with alembic file, I just convert *.bgeo.sc sequence to *.abc with the default settings. The result would be the same with any other ABC, I tried another one from Maya, simple sphere deformation, no luck as well.
  5. Bump! There should be some easy fix for that... @anim ? Option with packed disk geometry working, but something wired going on with my mesh in random frames. Se example for frame 73: Anyway, the Alembic workflow is better, so I need to figure out what is wrong with it. NIS_copyStamping_001.hipnc
  6. I am trying to recreate alembic instancing and it does not work for me, I do not get animation from alembic file. sim_A_01.abc NIS_copyABC_001.hipnc
  7. Copy to points multiple geometry

  8. Scale PolyWire on colonization curves

    Fuse node before polywire did the trick.
  9. I know a way to scale polywire with UVs and width. But how to setup proper UVs for each branch? Currently, "Orthographic" Texture Type in uvtexture node gives me a scale in the global coordinate system (I need local space for each brunch). Uniform spline does not work. Any workaround? spaceColonization_02_out.hipnc
  10. Scale PolyWire on colonization curves

    I found a way to manage polywire width depending on the points age. The issue is that it works extremely slow and crashes very soon. Before polywire node simulation goes very fast and I can build a whole structure for several seconds (around 1000 frames). But with polywire after 80 frames it slows down dramatically and then crashes. Is there a workaround? spaceColonization_04_out.hipnc
  11. Imported FBX has broken UVs

    Aha! I noticed that I have 3 UV attributes, but did not get to rename them, just tried to delete redundant instead. Finally, I combine the mesh in Maya, split and group again and this helped. Now I see I have UV sets in Maya, probably I could to delete them to fix the issue. Thanks, Atom!
  12. Can`t figure out why my UVs are broken after importing FBX to Houdini. Tried different format versions — no luck. Importing this file into Maya works fine. ROMA_004.fbx
  13. Aha! There is a slightly more easy solution: "Import Directly Into obj/Network" checkbox in Import FBX dialog window...
  14. What are the options for importing animated FBX files (from mixmao) into geometry context (to scatter, modify etc)? Imported FBX file appears in the OBJ root context and currently I know 2 options to bring animated meshes to geometry context: - With "Object Merge" node. The issue here is if I have a lot of parts it could be a long process to bring all meshes together. Could be scripted although. - With "Agent" node. Not sure if I will have the same level of access to geometry data in this case, for example how to apply different materials to different parts of the mesh. What is the usual way to do such things?
  15. Ok, quick script to merge FBX data into Geometry node # 256 Pipeline tools # Convert FBX subnetwork to Geometry node # Import FBX into Houdini, select FBX subnetwork, run script in Python Source Editor import hou # Get selected FBX container and scene root FBX = hou.selectedNodes() OBJ = hou.node('/obj/') def checkConditions(): ''' Check if environment conditions allows to run script without errors ''' if not FBX: # If user select anything print '>> Nothing selected! Select FBX subnetwork!' return 0 def convert_FBX(): ''' Create Geometry node and import all FBX part inside ''' # Create Geometry node to store FBX parts geometry = OBJ.createNode('geo', run_init_scripts = False) geometry.setName('GEO_{}'.format(FBX.name())) geometry.moveToGoodPosition() # Get all paerts inside FBX container geometry_FBX = [node for node in FBX.children() if node.type().name() == 'geo'] # Create merge node for parts merge = geometry.createNode('merge') # Replicate FBX structure in Geometry node for geo in geometry_FBX: # Create Object Merge node objectMerge = geometry.createNode('object_merge') objectMerge.setName(geo.name()) # Set path to FBX part object objectMerge.parm('objpath1').set(geo.path()) objectMerge.parm('xformtype').set(1) # Link part to merge merge.setNextInput(objectMerge) # Set Merge Node flags to Render merge.setDisplayFlag(1) merge.setRenderFlag(1) # Layout geometry content in Nwtwork View geometry.layoutChildren() # Check if everything is fine and run script if checkConditions() != 0: # Get FBX network FBX = FBX[0] # run conversion convert_FBX() print '>> CONVERSION DONE!'
  16. Quad Sphere ?

    I was always amazed by such elegant solutions! Can't imagine how can I invent same tricks by myself... never
  17. Per point distance VEX

    I am not able to get per point distance (parallel processing?), got the value from the last iteration in the loop for each point. // Mesure distance between pairs of point in each line // Return as a @distance attribute int allPoints[] = expandpointgroup(0, "!*"); f@distance; foreach (int currentPoint; allPoints){ vector pointPosition_L = point(0, 'P', currentPoint); vector pointPosition_R = point(1, 'P', currentPoint); @distance = distance(pointPosition_L, pointPosition_R); } circlesBetweenLines_002.hipnc
  18. Per point distance VEX

    Thanks, Konstantin! A very cool hint is setpointattrib(), I was looking for a way to add point attribute in detail mode!
  19. Circles between two curves

    Ah, I see! That's a super cool setup, definitely, it could be done in Houdini (but I am not sure if I will be able to do this). Anyway, my question still open as well Super cool setup as well, John! Just saw it after publishing the message.
  20. Circles between two curves

    Great, I am stuck almost at the very beginning! Cant get per point distance(parallel processing?), got the value from the last iteration in the loop for each point. Also, I took a closer look at source image and notice that circles are ideally fit between lines but they are deformed (and become not quite circles). I guess first the straight parallel lines with circles between were created and deformed after. Much more elegant way than trying to fit shapes between other shapes. circlesBetweenLines_002.hipnc
  21. Create attribute if Run Over = Detail

    It is enough to write @N; to create an attribute, the issue was that in detail mode this is would be "detail" attribute, not a point as I was looking for.
  22. Is it ok that I could not create an attribute in Detail mode?
  23. Texturing Workflow Help

    The L-System was just a simple example of the issue - how to layout UVs for painting after VDB conversion of animated model. Looks like the only solution is to animate a model after VDB manipulations, and I wish to understand if its correct statement and how it could be achieved. I was thinking we both speaking about the same issue, that's why I asked in this thread. But after I learn that your point count does not change over the time even if you model is animated I guess its a bit different. I have no idea how its possible for your setup, but anyway, never mind, and sorry for my intervention :)