Jump to content

Search the Community

Showing results for tags 'point cloud'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 12 results

  1. Hey everyone! Here's a demo of some point cloud tools I created to calculate concave and convex curvature as well as gradient and curl direction, also sharpening. Forgot to mention in the demo that the curvature calculation is a great way to do differential growth by advection along normal * curve * noise * parm. Also, the curl calculation can be used to make grass patches and groom fur by orienting curves along the direction to add swirly variance. There's a lot of ways these tools can be handy, interested to see what you all come up with! Let me know if you have any questions, enjoy! curveGradientCurlSharpen_v002.hipnc
  2. Kernel (convolution matrix)

    Hello, I am trying to do some edge detection using a kernel. I need to do this using standard SOPs/VOPs. http://setosa.io/ev/image-kernels/ I saw a tutorial from Entagma (https://vimeo.com/169437381) that basically does the operation by hand splitting out the vectors and multiplying them but it's quite tedious and you dont really know what vectors you're multiplying (QUESTION: is there an order in which pcfind returns the array of points eg. clockwise closest to furthest ?) Is there a better way (using actual matrices / knowing exactly which points) ? thanks!
  3. Hi, just a quick question: some SHOP nodes have a geometry input. like pcopen, intersect, etc. I'd like to point these inputs to the geo node existing in the scene rather than file on disk. Same thing like bringing in the COP result into the shader by typing `op: obj/copnet/OUT`. But it seems to be not working for geometries. Is it really necessary to cache out geo before using it in the shader or is there some trick to make it work like with COPs? If it is not possible, is there any good reason why? Caching things out can be a bit annoying part of the workflow sometimes. thanks, D.
  4. I have been fiddling with making a rust texture that has features that are able to be controlled from a point cloud. That way I can have a bit more artistic control, while still being entirely procedural. That is kind of the essence of the assignment I am working on. Unfortunately I am pretty sure that I am doing something wrong with the point cloud in the VOP network, because It will go ok without an error for a bit, but then it will suddenly start giving me an error that some shader doesn't exist, and the name is something like Ѣæŗ.vfl or some other random ascii code. I go reoutput my .sc file and it works for a bit, then suddenly breaks again. Also, I tried to use an op reference to it at one point, and it didn't really like that either. Any ideas? rustExperiments.0.0.2.hipnc
  5. Hey guys quick question, I need to do some operations on two particle streams\groups using point cloud using a pop vop. fist of all, can I put the pop vop after merging the two streams, or do I need to have it connected to one of the groups before the merge, and how to plugin the two in the pointcloud open? Note:I'm really new to pointcloud, but I've been using TP witch has the same method of groups and searching between the groups! Thanks, Mook
  6. Point Cloud add attribute

    Hi all I'm wondering if I can add an attribute to processed point cloud file instead of driver point. is a way for doing that? I want to remove points of a point cloud file which are closer from a certain radius from some other points. thanks
  7. Hi everyone! First post so if this is not the correct forum, I apologize in advance -- I'm relatively new to Houdini. I have a large set of points imported into Houdini and I want to connect the points sequentially with using point ID. However, I also only want that connection to happen if the distance between two sequential points is smaller than a set distance. The add SOP gives me the sequential connection when I use the Polygon tab By Group but I'm having trouble excluding the sequential points whose distance is greater than the amount I want. I don't know if there's a way to either form groups first with my distance criteria, or delete the long edges after the add SOP? Thanks in advance! Help or general pointing the in right direction will be greatly appreciated! J (I've included a diagram of what I have vs. what I'm trying to do)
  8. Hi, On a grid, I used a VOPSOP with a point cloud lookup to find the closes point around my current point that has a specific attribute. And then I can measure the distance between them and compute other stuff. But, this system is slow (We have a big pipeline with many different things, this is just part of it). We decided to swtich to COP since we can treat the grid as an image. 1 point == 1 pixel. What I want to know, can I use the point cloud nodes in a VOPCOP2FILTER inside a COP2NET? Pixel position is the same as point position right? But how do I specify the Point Cloud Texture (file) to be the COP image? Is it posible at all to use Point Cloud nodes in COP context? Thx for your input. C
  9. Hi there. Here´s a hip file that did work in H13 (and with the proper H13 nodes and setup working). And next to it you´ll see the H14 setup that SHOULD work but it doesn´t. I imagine I´m doing something wrong but I cannot find the problem on the point cloud setup. I´m using a Set Attribute VOP instead of the Add Point to Group which doesn´t exist anymore... Please, help me Obi-wan kenobi, blahblah... PointCloud_H14_AddToGroup.hipnc
  10. Flipping animation!

    Hi, I have a grid of maybe 1000 triangles which are coloured black. I colour a few points white and use a point cloud and solver to spread the white colour throughout the grid. My intention is that once the triangle primitive turns white it flips 180 degrees. The rotation of the triangle should be such that triangle appears to be rotating away from the white colour. The tricky part is that I can't be sure on which way (and therefore which axis) the triangle will need to flip. My thinking so far is this: Iterate over all black triangles (in vop sop or point wrangle) and find the nearest white point Find the two points within that triangle that are furthest from my found white point Set the vector of those two points as my rotation axis Flip triangle It seems fairly simple but i'm struggling a little bit, and its an interesting topic finding the nearest point with an attribute above a certain value. I've attached a simple hip file to illustrate what I mean (and a vop sop with a half baked idea!) Cheers, Mike flip_test_v1.hip
  11. I'm hoping this is a very basic question and i'm missing something.. I'm playing around with writing some vex code to achieve self collision in a basic particle system and I was wondering what the best way is to iterate over all (other) points, i.e. if a connection (or check) has been made between point 0 and 1 it should then be re-made for point 1 and 0. Obviously this would simple in python or mel for example but vex is harder since its multithreaded? I've only just started looking at vex so i'm only half sure this is correct so far? I have a work around but is not efficient (I may be iterating over thousands of points) so maybe a python sop would actually be better?? Thanks, Mike
  12. Greetings Houdinians, My rendering of multi sss on animated bgeo which has changing point counts is causing lots of flickering. Upon some research, I narrowed down the culprit to point clouds calculation. While the generic answer was to append a Rest Position node, it doesn't seem to be working. I have also tried to write, then read the pc file. Any idea how I should solve this? or where can I look into? Thanks!
×