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Found 19 results

  1. Hello ! I'm struggling to analyse points from a mesh and only keep x number (like 4?) of the farthest points from each others. I tried to grab the distances in vex then using delete node but its not working properly, didnt find a way to parse every point and compare between them. Tried average but then again I dont know how to compare each points from each other. Thanks
  2. Hello guys, how i can keep only rows after bool SOP. See image attach. Cheers!
  3. Hi, Here is a question about how to remove points like this I don`t need this point on my poly edge, it makes me confuse!
  4. I've unpacked the geo and converted it, When I try to selected and delete or group the polys I get the error "Attempt to access and object that no longer exists in Houdini" is there a way to delete individual polygons or groups? Thanks
  5. Delete by Volume

    Hey! I have a sphere, then delete by volume. I have the bounding volume animated. Here is the problem: once the primitive leaves the volume it reappears. How can I keep it permanently deleted, even if the volume leaves that primitive? Thanks delete_volume.hipnc
  6. Hey!!! I am trying to add smoke to a shattered statue simulation. The falling pieces will emit smoke. I want the geometry to be deleted until the pieces reaches a certain velocity (if (@v.y < ch('threshold'));) , so that the emitter geo wont appear until the geometry is actually moving. That will keep smoke from emitting while the statue isn't falling apart. Finally, I need the geometry to be deleted when it is about to hit the ground, so I guess delete by Y position. I am trying to do this in an attribute wrangle. All the pieces have their own name attribute, piece1, piece2, etc. Here is my logic so far, I just don't know how to right it in vex: if (@v.y < ch('thresholdvelocity')) or (@p.y < ch('thresholdposition') then delete that whole piece. Any help would be appreciated. I am new to vex and I am trying to learn these things on my own, but sometimes I need help : ) Thanks edit: I can't add my original scene, but I made a sample scene. delete_geo.hipnc
  7. Can anyone tell me why this happens? I divided some quads from a grid. In a foreach loop i grouped prims with 3 points: if(npoints(0)==3){ f@group_delete = @ptnum; } but it only adds half of the triangles to the group. If i do npoints()==4 no prims are added to the group. If i do unique points before the loop only some of the quads are added. I suspected that this has to do with vertex numbers v.s. point numbers. so i tried primvertexcount() but got the same result. how can i remove all triangles from this geo? thanks b
  8. Hello there, I'm mucking about with houdini engine in maya and used the bog-standard file hda to get particles in there and it works. So to add some level of control into maya I thought I would add a delete SOP after the file SOP and have this controlled by a slider on the top level of the hda so that within maya you can dial out some particles if needs be. This works as you would expect in houdini but has no effect in Maya. So my question is this. Is this functionality possible or does it fail due to the limitations of nParticles? If it's not the latter then, anyone know what I'm doing wrong? Cheers
  9. Attribute Delete All But One

    Hello everybody, I was wondering if there is a way for delting attributes but keeping few in faster way. For example after rbd or particle simulation there 15 to 20 different attirbutes and that much data creating big datas for alembic caches. So i wanna keep P, Cd and orient olny but hate deleting all other attributes selecting one by one lol there must be a way to delete all but P, Cd or orient or so u know.. Anybody has an idea???
  10. Long story short, I have Prim_IDs written into a 32bit exr channel. I want to be able to delete geo primitives that do not show up in that EXR channel. I'm still a noob so any tips would be appreciated no matter how high level. Is it even possible to index all the render-present Prim_Ids and then translate them into an index that SOPs or VEX can operate on? Note: I had built a pretty cool set up that did traces from points on each primitive back back to the camera, but in order to avoid false positives and negatives without an absurd number of traces I thought the raster solution would be worth it.
  11. Deleting wet attribute

    Hi, probably a simple one but I'm having problems deleting points based on a point attribute called "wet". So its a wet map. The delete sop isn't willing to delete anything here. Any hint? Thanks
  12. Delete part of Volume Cache

    Hi guys, Any ideas on how to delete part of a volume cache using some soft of a bbox? Image below. Using the box to delete that part of the cached volume. Thanks
  13. Hello guys, I work whitewater for splash. I made a whitewater source particle. I want high velocity pariticle delete. So I made a high velocity group made. However, The pariticle are removed from the group while slower speeds. For example is parabolic movement. But If I want to continue to maintain, including once in the group based on the ID. I try it use sop solver. but point count changes does not work. Is there any way what? Many thanks, Hyungi Jeon.
  14. Hey, Really simple question, however I'm having trouble finding a good solution. How do I stop a cloth simulation using a container or bounding box? I'm using the Finite Element Solver to simulate several objects and I want to kill the geo once it moves out of camera so it doesn't have to simulate it. I need something similar to POP Kill but for cloth objects. Thanks
  15. Hi. Guys. I got a huge work to do, there is a fbx file export form max,when i import it to houdini, it include too much parameters on Geo interface form max. So i want delete it all since it was useless. I make a sketch show what i want to do. I just want to remove the ss parameter form interface, not just delete the keyframes or expression. If there was something like hou.parm().destory() modules can do this. Thanks.
  16. Hi folks, I want to delete an object when it comes to scale 0. How can I do it? I was using delete SOP wit expression $sx<.9. But SX is not supporting. Please suggest. Thanks in advance!
  17. Hello dear people Odforce, I am currently working on a procedural dungeon for an assignment and I ran into some trouble. I wanted to give the user some freedom and allow him/her to alter the state of the rooms. Let's say, delete or keep the selected room. To control this I wanted to use a Multiparm Block Folder. In there I want to select the room and choose if I want to delete the selected room it or not. (Together with some more functions) So in the image below I want to delete room 24 and 47 I figured out how to select and detete one single room, but I can not make it to work if I add more selection. When made, I group each room individually. Then I blast the room I have selected. Room_`chs("../CONTROLS/roomnumber1")` Now, this will only delete that one room and not the others I have selected. In a perfect world I would have put an asterix instead of the 1 (Room_`chs("../CONTROLS/roomnumber*")`), so all my selections will be deleted. Sadly I do no live in that perfect world and now I am stuck on this problem. Do you guys have a answer or an alternative solution to for this problem? Thanks in advance - Bram
  18. Delete DOP object with python

    Hi, How can I delete DOP object with python? I couldn't find delete method in hou.DopObject yet. Thank you,
  19. Kill RBD Point objects on collision

    Hi guys, I was wondering if there is a method to delete all the RBD (created with RBD point node) when they collide on a specified object or they go too far away. I have to do a huge rbd simulation with a lot of pieces, so I want to optimize it by killing all the objects that go away from the camera. Thanks