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Found 38 results

  1. Hi, Can someone help, and explain why after translating a cube up in sops, on the geometry node to postion a box on top of another box. then making it a RBD object. then simply add a deactivate object from the shelf tools, why my pivot and object change position when I jump into dops. Perhaps Im missing something silly here, anyone help please? thanks in advance.
  2. Hello! Sory for my English I'm trying create geometry with AttribWrangle node in Detail mode. I use addpoint, addvertex and addprim nodes. When I created some points how could I get access to them into the node? For example, I created point pnt0 = {0,0,0,}. And now I want to create point pnt1 which is close to pnt0: int X = 3; int pnt0 = addpoint(0, set(0,0,0)); int pnt1 = addpoint(0, set()); - and here I want to get position of the first point and add X to each coordinates. Is it possible?
  3. Hello, I'm doing this Mold forest..I'm struggling with the UVs.. I have this tubes like structures , I create two groups , the bottom and top rings ....so I can run a shortestes path node to drw the seam path , the problem is that I must have one of this two groups with only one point per ring to draw only ONE path... This Tubes are part of a model wich I split on threee parts, the floor, this tubes, and the tips.. for the tips the technique works perfectly so you can see what I want to achieve on the hip file ... It's difficult to explained I guess... This image show the top ring group.. Fungus_67.hiplc
  4. Hi, When I select points from the viewport, how do I get a value of point attribute in python? I wrote a beginning like this: 1 import toolutils 2 viewer = toolutils.sceneViewer() 3 selection = viewer.selectGeometry('Get Ids From Select Points',geometry_types = [hou.geometryType.Points]) but I don't know how to continue this. thanks Shawn
  5. I am trying to scatter some points on a circle. But I want the points to be scattered more near the center and less towards the outer side. In the old Houdini Scatter I could do it by making my Circle Primitive type to "Polygon" and then uncheck "Divide Non- Convex Polygon" on the scatter node. However, in the new scatter node of Houdini 14 and 15, this option is not available. Here is what I am trying to achieve, this is with the old scatter node. This is what I am getting with the new scatter node. Please help.
  6. Hi, I create a new project but have a new problem. use to source object its has not problem but when added the point on source objects its changing rotation. I hope, you can help me for ı can fix my files.
  7. Getting point neighbor in Python

    Hello dear community, I am currently trying to setup a city generator as part of my bachelors thesis. For a basic street layout, I am using a voronoi sop on a plane and fuse these points. It would be a big ease to be able to find the neighbors of a point (not vertices) and get their position. I did some workaround by creating a dictionary with position vectors and counting the positions that match, so I can at least count the neighbors. Does anybody know a trick or a function to do this in pythin? I know there is a VEX function that does that, however I don't know VEX pretty much and I am having trouble understanding their usage, although I read the docs. Any kind of help would be much appreciated. Best regards, Nicolas
  8. Hello, I know that there are plenty of examples of vop loops with point clouds, but after searching, haven't found an example/file that helps with this. I can get an attribute growth going with the basic like pc_filter and all of that, but now was trying to make that attib growth happen one point at a time(the closest ones from the points with the attrib initiated) and i can do that for the first point, but after that it doesn't do what i was expecting it to do, stops the growth after finding the first point... Imagine it should be something super simple that i got wrong, but if someone could take a look and let me know what i'm doing wrong i would really appreciate it. Here's a simple file showing where i'm at now Big thanks M odforce_pc_loop_problem.hip
  9. Hey guys, I'm having an issue where the Alpha displays properly in the viewport but doesn't work when rendered. I've done this before, just a simple Constant shader, and it always worked. Here is what it looks like in viewport vs render: I looked at other threads and none of the solutions work in this scene. Here is the scene file: 0007_odforce.hip Thanks!
  10. I have primitive groups set up in SOP level, something simple like a box with a voronoi fracture applied with the inside and outside primitive groups. How can I access this primitive group in shop context? I am trying to compare whether or not a shading point belongs to a specified group so I can create a mask. I can create a attribute at sop level to store the group information on the points and that works, but I want to do this in the shop context because the geometry will be heavily subdivided and displaced and I need the accuracy. Any thoughts?
  11. Hi all, I have a problem with wrong point normals. Basically I have an L-system vine which I am deforming with Wire Deform SOP. I am separating the 'anchor points' of the leaves and I want to add the leaves back after the Wire Deform SOP (if I keep the leaves geometry together, the wire deform screws up the leaf geometry). I also want to do it this way, as I want to control the leaves animation and growth with copy stamping which won't be possible if I keep everything together. But if I separate the anchor points and then add the leaves back with copy SOP, the point normals are different that those I would get if I deform the whole L-system together. I hope it makes sense, any suggestions how to fix it would be greatly appreciated. I attached screenshots and my .hip file with both set ups. Correct normals, screwed up geo: Wrong normals, correct geo normals_lsystem_problem.hipnc
  12. How can i import attribute to geoself() geometry from second input of wrangle node if i don't know type of this attribute. I write function: parameters: native_input = 0 (first input of wrangle node) sample_input = 1 (second input of wrangle node) attribs = string like "attrib1 attrib2 attrib3" native_ptnum = number of point in current geometry where i want create attributes like in second input sampled_ptnum = number of point from second input where i want sample attribute. but cannon import any array attributes like "Cd" and etc... This function correctly worked only if attribute is not array (type = 0 or 1 or 2) :((( void sampleattribs(int native_input; int sample_input; string attribs; int native_ptnum; int sampled_ptnum ) { foreach(string aname; split(strip(attribs), " ")) { aname = strip(aname); if ( haspointattrib(sample_input, aname) ) { int atype = attribtype(sample_input, "point", aname); if (atype==0) { addpointattrib(native_input, aname, int(0)); int value = point(sample_input, aname, sampled_ptnum); setpointattrib(native_input, aname, native_ptnum, value); }; if (atype==1) { addpointattrib(native_input, aname, float(0)); float value = point(sample_input, aname, sampled_ptnum); setpointattrib(native_input, aname, native_ptnum, value); }; if (atype==2) { addpointattrib(native_input, aname, ""); string value = point(sample_input, aname, sampled_ptnum); setpointattrib(native_input, aname, native_ptnum, value); }; if (atype==3) { int def_value[]; addpointattrib(native_input, aname, def_value); int value[] = point(sample_input, aname, sampled_ptnum); setpointattrib(native_input, aname, native_ptnum, value); }; if (atype==4) { int size = pointattribsize(sample_input, aname); string typeinfo = attribtypeinfo(sample_input, "point", aname); float def_value[] = {}; for(int i=0; i<size; i++) append(def_value, 0.); addpointattrib(native_input, aname, def_value); setattribtypeinfo(native_input, "point", aname, typeinfo); float value[]; resize(value, size); int success = -1; //value = point(sample_input, aname, sampled_ptnum); //printf("%d\n", sampled_ptnum); //foreach(float v; value) { printf("%f", v); }; setpointattrib(native_input, aname, native_ptnum, value); }; if (atype==5) { string def_value[]={}; addpointattrib(native_input, aname, def_value); string value[] = point(sample_input, aname, sampled_ptnum); setpointattrib(native_input, aname, native_ptnum, value); }; }; }; };
  13. I was looking into sdf and i found this file from Chris. I slightly modified it to get points colored by a ramp using sdf Does anyone know a better way to do that, in a normalized kind of way? I would like not to have to use the fit range to adjust the color ramp. Later i want to use this method to create custom velocity field on a pyro sim to contain the smoke within the velocity field. Thank you Fred sdf to point color.hip
  14. Hi all, Ok, this is really confusing me. I'm trying to render a pointcloud (as points under the Render>Geo tab of object) with a constant type shader which inherits the alpha & pscale value per point. I'm doing this because I don't really want to light the scene (at all) to save render time - and the points just need to be graphical representations, rather than look like anything 'real'. My issues are: a: Point color always seems to be washed out in the render view compared to viewport. (Because of auto headlight generation I'd assume?) b: The 'constant' shader doesn't allow for a per-point alpha (as far as I can tell), and must be lit to be seen. What I'd like to a achieve: I'd like a shader solution that inherits my user defined pscale & alpha & doesn't need to be lit. Any suggestions? (Massive apologies if this is a rookie thing, as I suspect it probably is. Maybe I'm not searching the correct terms in the help docs/here. I found this post about additive point rendering, but it's not quite what I'm looking for.)
  15. Animated Fractured Geometry

    Hello everyone, I have got a model in a T-pose and a point cache for the animation. I have setup that in houdini using a point VOP but I have no idea how to fracture the character and for the pieces to follow the animation. Here is an example of what I want to do: ------------------------------------------------------------------------------------------------------------------------------------------ I managed to do it with a clothcapture + clothdeform but its really slow, is there any other way to do that?
  16. curve editing [UNSOLVABLE]

    Hi, probably a beginners question, but I'm baffled. How can I enter "manually" the coordinates of a point on a curve? I've search the forums, and read about how entering them in the spreadsheet was wrong (enter the soft lock mode (whatever that is...)) And read very complicated answer involving python script !!! All I need is very basic : I made a curve now I need to modify the coord of 2 points in Y axis those 2 pts are at 2.39245 and I need them at 2.4 quite easy ! Yet I just can't do it (without some simple math + offset) I need to do that a lot, so I'm looking for a solution without calculations or scripting. Am I missing something ??? (again) Can't I enter the coord manually somewhere? (somewhere else than in the coodinates list of the curve node, where they are all in line and inaccessible) thanks!
  17. Hello Everybody, I'm working on a Cloth Simulation in which I'd like to have a set of points to be Pin Constrained. But I'd like to change the Pinned point count over time, so it releases the constraints as the animation goes on. In the documentation on constraints I've found this: How to change the points that are constrained with the pin constraint during simulation By default, the Constrained Points list does not expect the points to change. However, there is a way to work around this and have the list freshly evaluated by DOPs on every frame. Right Click on the Pin Constraint node and select Allow Editing on Contents. Dive into the Pin Constraint node and select anchorobjpointgrouppos1. Change the Point Group parameter to Set Always. See the Anchor: Object Point Group Position help for more information on this node. http://www.sidefx.com/docs/houdini15.0/dyno/constraints So I've tried to do these steps but I couldn't get it to work for some reason. Maybe I'm missing something obvious. I've uploaded a very simple scene file in which I've grouped a set of points and animated the grouping bounding box. If it's no too much trouble would you guys mind taking a look at it and see if anyone can help me out with this issue? Any help or advice is much appreciated. Thanks for you time. Cheers, Laszlo cloth_animated_pinConstraint_v001.hip
  18. Hi, I'm trying to do a simple A to B transformation like this from Rohan Dalvi .But I wanted to do more so I want the object to mach perfectly. I separated it in chucks using voronoy and packed it using assemble sop. I did the animation I want but I when I copy back to chunks I don't get the rotation of the points. When I do it with copy sop it works fine. I will send you this file with a demonstration. MORPH_POINT_POS.hiplc
  19. Hi Guys, I have been trying to get my point's cd from a mesh with texture. I seen alot of method around that are using attribute promotes from vertex UV to points UV. However the UV I promoted are slightly off. I wonder if there's any way that I can use a vop to get closest surface texture's color info and project them to my point cd? Very much thanks and appreciate any help from you guys. I have attrached my file. texPoinntTex002.hip and the obj file (testAlembicCon.hip), just have to change the extension to.obj will do. texPointTex002.hip testAlembicCon.hip
  20. I wanna to get the tornado effect with custom velocity points which run around the the curve. You can check the link below https://vimeo.com/55128796 test.hip
  21. Hey everyone, I currently have a plexus effect by blending a few tutorials together (tinytuts and Danil Krivochko). I'd like to take it a step further and create a persistent plexus effect where the connections at frame 1 remain throughout the simulation- never breaking or creating new connections. I have this code from the tinytus tutorial: if (ptnum % ratio == 0) { int myprim = addprim(0,"polyline"); int nearpts[] = nearpoints(0,P,maxdist,maxpts); for (int i = 0; i < len(nearpts); i++) { addvertex(0,myprim, ptnum); addvertex(0,myprim, nearpts[i]); } } It's creating primitives based on nearby points. So in order to get the persistent plexus look, I need to use maxdist and maxpts to create the look I want, but be able to keep max distance from influencing the connections after I get my initial look. I think I need to start by establishing a connection between points at frame 1, so they remember who they were connected to during the simulation. I might be able to do this by somehow storing nearpts[] data into each point with an attr? Or maybe I can create a new if statement that says in pseudocode that may or may not look like python: int nearpts[] = nearpoints(0,P,maxdist,maxpts); if frame == 1: create a list called initpts and store any points from nearpts[] into this new list else: pass Then change the for statement to say for each initpt in initpts: addvertex(0,myprim, ptnum); addvertex(0,myprim, initpt); Is there a way that I can utilize python to create this effect here? Another thought I had was to use a solver sop because I've seen that it can calculate what went on the frame before, but I'm really struggling with how to proceed with this direction. A nudge in the right direction would help me out a lot, thanks! Here's my file so far. od_persistantPlexus.hiplc
  22. Hey guys, is there any way to move/snap multiple points to a certain point or grid at the same time like when i select multiple points and move it only moves one of them and unselect the others any thoughts?
  23. applying force to FEM point ?

    Hi, I would like to deform an organic tissue using some force applyed to a specific point. I have some trouble explaining it so if you can take a look to the attached file It might help understand what I'm trying to achieve. On a simple sphere converted to organic tissue I'd like to have a point of the surface pushing toward a rivet placed on the other side of the sphere, thus deforming and pushing the sphere. Being really new to houdini I don't know if such effect is achievable and in what ways. If anybody has a clue on where to begin or maybe direct me to some similar post/tutorial it would help a lot ! Thanks
  24. Hi guys. I'm trying to get point rotation around local axis (around local Y axis) I need to export points in Maya later, so I can't use copy sop for stamping. If I use transorm sop with Copy Stamping I can rotate Objects along local axis, but if I'm trying to edit rot and orient point attributes points are rotating in worldspace (around world XYZ) not along local axis. If I use orient attribute points are aranged in worlspase, not along normal. Can sombody help with that, please? ps I found Make Instance Transofm Vex node, but 'Ive got no Idea how to use it >__> point_rotation_001.hip
  25. Hello guys!! I just discovered today that I do not have certain nodes in houdini that houdini has had since houdini 11. I have tutorial files from cmivfx and I looked at the created time for the node and it was 2011, whatever version of houdini that was. I'm using houdini 14 and it doesn't have the nodes: add point to group create point group point in group I am installing daily builds! What is going on?? Someone please help. Thanks!
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