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Search the Community: Showing results for tags 'intersection'.
Found 4 results
Hey friends, for me as a beginner in Houdini it's complicated to understand what Houdini tries to tell me. Maybe someone could help with one sentence. I'm simply modeling for training purposes and try to make some parametric holes into a curved surface. Cylinder+Sphere -> extruded with back -> tubes intersecting! The Tubes intersect with the geometry as I want them to. It's also possible to add and decimate the number of cutted holes by simply adding rows to the connected geometry. So far so good. But in the next step I try to give the cutted holes a bevel at the edge. Houdini shows up an error! What does this error mean? How can I achieve beveling an edge when working with parametric models? I tried to convert it into a vdb but the resulted mesh looked terrible! Cheers, Sebastian
I have been losing my mind a little on this one: I am wanting to find the intersection point of two vectors in VEX (i.e. a version of the simplified Curvesect SOP). The goal is to implement this through and Attrib Wrangle node. At this stage I have tried implementing the solutions to the problem presented on the following forums but they are suited to 2D: http://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect http://math.stackexchange.com/questions/406864/intersection-of-two-lines-in-vector-form This should be a trivial solution but I have been way off the mark with my attempts. Any help is much appreciated! vector_intersection.hip
Hey guys, i'm trying to create that flat intersection real life bubbles have when intersect with each other. Like this: I've found an old topic about it (from 2006-2008) where the guy called Macha solved it (download hip) and it looks almost perfect but I don't really understand what is going on there. Could anyone help me to understand it? It's done using the old for each sop. Would it be better to use the new loop tools? Here's a couple of screenshots of Macha's setup: Thank's Alvaro
Hi All! I have been trying to create a smoothly blended intersection between two pieces of animated geometry by using VDB SDF's. The end goal is to have highly detailed geometry with blended intersection points that have a few controls to adjust how the blend looks. I was pointed towards the paper on Spiderman 3's Sandman showing the mathematics used on the levelsets, and then found GallenWolf's post referencing the paper and showing how to achieve the look within vops with isooffset volumes: http://forums.odforce.net/topic/17978-sdf-blending/ These were both extremely helpful, thank you! However, creating this setup with VDB's is alluding me! I don't quite understand how the math is working to blend the levelsets the way it is, so it is proving difficult to adjust anything that might be needed within the Volume Vop. I have also been able to isolate the intersection area with a vdbactivate, but I am fumbling a bit trying to figure out either the next step or if that is even a necessary step. When plugging the vdb's directly into the math from the original isooffset setup, I get a negative valued band where the intersection is happening, so something is working. The second VDB is completely lost at this point though. On top of that, the original parameters designed to adjust the radius of effect and such are not behaving in any understandable way for me. They seem to be adjusting something? I have attached a cleaned up version of the hip file I am testing with. Any knowledge anyone has on the subject would be greatly appreciated! I'm pretty sure I'm going in circles. Thank you, vdb_blend_v001.hip