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Found 31 results

  1. Hello Guys, I am wondering if anyone can help me get my head around a little problem. I have a subdivided mesh being generated with a for each loop, similar to the Entagma setup, with an ends sop set to unroll. I would like to select a point on said mesh then have each point draw a line to its subsequent neighbour, repeating this processes until the whole mesh is formed...creating a kind of growth effect. I would also like to add some randomness to the speed of the connection on a per point basis. Now I have tried to achieve this a few different ways but I just can't seem to pull this off. Any help will be greatly appreciated. Thanks, Clive Growing_lines_between_points.hipnc
  2. Hi there! It might be a super easy thing what I'm asking, but I can't find the solution. So a I scattered a lot of points on to a geo, and I want to generate lines between the points, but only if the distance between those n number of points lower than x. I tried write it in wex based on the help, but I couldnt get to work. It might be super easy, just I'm over complicate it. Help would be very much appreciated. Thanks!
  3. Is there an expression I can use in the Delete SOP to delete 5% of the points every frame? I'm stuck on this one. Any advice would be appreciated.
  4. Hey all, I'm trying to do a set up in a point vop using houdini 15.5 and it calls for a Global Variable that was produced in someones set up in Houdini 12 but I cannot seem to find it or something that is similar? Is there another node? I cannot figure out a work around. Please help!!! (attached is a screen grab from the older set up using the node) Thanks,
  5. I have replaced the file with just a cube so you guys can still see what is going on. It's very basic. It's just a box with points at the center of each piece telling what is active and what is not active. however when I put this expression: point("/obj/Angel/AC", groupbyvals("/obj/Angel/AC", D_POINT, "name", $OBJNAME), "ACTIVE", 0) in the active value DOP that I got from another dude on a forum on here, that expression doesn't work. Can someone please tell me what I am doing wrong here? This is for a demo reel project so I am on a time crunch..that's why I'm posting this. Thanks so much!! Angel_Destruction_3.hip
  6. Is there a way to freeze the transforms of a curl noise in a DOP popvop? I am running a point sim and my source emitter object is animated and rotated in world space. When the points emit, the curl noise added to the point position slides. I'm really not sure what to do in the popvop to freeze the curl noise. Ive tried using a popforce, however the curl noise does not seem to create the same shapes that the popvop does. Thanks in advance.
  7. Hello! stuck a little, need help! reference https://www.shutterstock.com/en/video/clip-9239504-stock-footage-soap-texture.html?src=rel/9239561:1/3p I did a lot of tests with pyro and flip sims and came to almost what i want. biggest problem with pure fluid simulations - mixing of colors, resulting dirty one color, i abandoned this method. solution was to make particle advection while fluid simulations and it was good, but not enough detail. 1. to add details i have included 'add' and resample lines every frame, after 400-500 frame sim time makes me sad.. 2. there are still "black holes" (img) 3. points gives dirty render anyway. soap_effect_v01.hip soap_effect_v01.hip
  8. 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
  9. Hey Guys , i have a scattered points on a surface , and this points have noise as their color , i want to make a volume from those points , and also multiply volume density with points color , but cant find any way to transfer attribute from points to volumes . is there any solution to make this happen ? thanks
  10. Hey guys, So lots of info about using points to setup a RBD sim - but im looking at going the other way. I wish to take an RBD sim and collapse it to points. The point would probably need to store at least Position, Scale, Velocity and Rotation. I have done a packed RBD sim and using the packpoints SOP I get my centriod points out with P - but would love a bit of guidance in getting the other data in there... or if I am going down the wrong path completely. The objective is to take an abc out of houdini without geo - only point attributes to use in another package. I found this... http://blog.sina.com.cn/s/blog_7ecf408b0101pnyq.html He's doing exactly what I need, but can't work out how it's being done. Any help appreciated. Cheers, Ollie
  11. Hi, I am working on a project which involves flatenning the 3d geometry. In my case it is a 3d bird which I then flatten wit point SOP and give it value 0 in Z. then I want to extrude it to give the flat geometry thickness. (see the attached images). In order to get my shader (stained glass) to work correctly I have to get rid of the inner points/edges which are causing problems while rendering.I would like to leave the outlines only. Since the model was flattened, there are some intersecting points and edges. I have tried fuse and facet SOP but with no luck. Any suggestions?
  12. Hi, I'm trying to scatter points onto a surface provided from maya and imported as alembic geometry. To get the result I need, I have to convert the outside geo into a curve and then use a polywire to outline the geometry. Afterwards I need to scatter points into the polywire. However using the rest at frame 1 and then attribute interpolating the points onto the surface I still get twitchy points. Is there another way to do this where the points are static and moving with the polywire? Is there something I missed. I am not using a rest node, I am simply freezing the points on frame one. Thanks in advance.
  13. Hi! I'm new with houdini and I was wondering how to create a condition comparing certain attribute (point number) to create a group. They condition would be this: if point number of input 1 is greater than point number of input 2 then go to group A, after this I wanted to create a line with the points from that group. Don't know if it is the best approach, I'm a 3dsmax user and with particle flow u can do that kind of comparison between particles. Thanks for any advice! :
  14. Today I was investigating how really works wrangle nodes type( more in general vex ) trying some printf debug statment. as written in the reference : "This node runs the snippet on the detail or every point/primitive/vertex (depending on the Class parameter) in the input geometry. The snippet can edit the input geometry by changing attributes. It can access information from other geometry using attributes and VEX functions." so chosing point class parameter and having for example an array/set of points( I don't know how point are actually internally handled by houdini), the code is "applied" to every i-th elements of the array, like a big external "invisible" forEach loop. Correct me if I'm wrong. now, my snippet is very simple: for (int i=0; i <5;i++) { printf("Point processed is %d \n", @ptnum); printf("Number of iteration: %d\n", i); }
  15. Hi, Im creating a façade of a building, the lower part of the building can have indents. on these indents another model needs to be placed. Also on the corner, a corner model needs to be placed. to specify the placement I simply use points with a copysop. These points vary from position on the Z-axis to randomize the indents and corners. I have made an example for just a representation of how it could look. The method used can be ignored. I have tried to solve this issues by creating a pointVOP and setting the distance by using a constant. This didn't work. I have no idea what I'm doing . Another approach to solve it is to detect if a point has a neighbour by selecting it with a box. Again. I have no idea what i'm doing. I hope I'm clear enough. I hope someone can help me thanks in advance Model detection.hipnc
  16. I've made a distant forest out of 50 million points, which I've cached out in a single bgeo file to load at render time using the delayed load procedural shader. Is it possible to add additional functionality into the procedural? I would like to add some minimal movement to the points, as an indication of wind. Rather than generating a sequence of files, I was wondering if it's possible and how to put together a procedural shader to load the cache and add some noise offset at render time. thank you georgios
  17. Hello everyone, I am trying to fracture an animated object and control the pieces with particles. I created a point at the centroid at each piece and also in the POP network created the exact same number of points to be created at the first frame. Then I tried applying those points to the pieces via "transform pieces" node but the pieces are stretching instead of following the points. Any ideas? drive_fractured_geo_with_particles.hip
  18. 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)
  19. I've been going through the tutorials listed on the SideFX website for Houdini lately, and I've had an issue with the first tutorial in Procedural Modeling where Ari is making a hose that follows a Path CV object. My issue is that no matter what I do when creating the path, my normals are not aligned along the curve as his are in the downloaded scene files. Instead, the normals of all points point perpendicular to the path. This causes issues later when trying to manipulate the path to pull the end points in/out to carve them and create tension. Instead of having the desired effect of moving the points in or out along the path, they move along the Y-axis, which is how the normals appear to be oriented. I can't find any steps that I've missed, having combed over the lecture yesterday, and cannot find any options to change how the normals are oriented. As well as this, all my attempts to correct the issue have failed, including manipulating the normals in a VOP, trying to use a Point SOP to change them, and experimenting with the Polyframe node. What am I missing? Thanks heaps for the help, this one has me stumped and I can't figure out if I just missed an important step, did something stupid, or am suffering at the hands of Houdini 14 when he used Houdini 12 for this tutorial.
  20. Hi guys, I found 2 ways to export points in maya using RF plugin and otl. https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=141806 Maya reads particles, but I can't force them to rotate. I Created rotationPP attribute in maya and assigned different vectors, for example: particleShape1.rotationPP = particleShape1.rfNormalVector but each of them doesn't look like if I use copy sop in houdini. any Ideas?
  21. Hi guys, I'm a Maya guy, new to this world of Houdini. Please don't mind if I’m asking something idiotic. I wanted to move some scattered points on a surface, from top to bottom, and when a point reaches the bottom, it should go back to top and start again moving down. Like this, points should keep moving in loop. I don't want to use particles or solver. I'm looking for some solutions with expressions or vopsop. Hope someone can help me. Thanks in advance.
  22. Hello all. I have about 30 animated points swarming through my scene. I use a blendshape to get them all lined up in their final, resting position. However, the blendshape is applying this transform to all my points at the same time and I'd like them to come in just one at a time,sequentially. Any ideas on how I can achieve this?
  23. Hey Guys I have an issue here with volumes and attributes in general in fact. So in my scene if you take a look at it, I have a vdbfromparticlefluid node that I want to change the voxel scale value based on a colored ramp that runs down the particles and colors the points from black to white. I want to force the voxelscale parameter to be pretty much like .5 when high in the air and .2 when lower in the air. I don't know enough about attributes yet to achieve this, but I want to achieve it using color from the particles. It seems almost impossible to change original parameters stored in geometry (that are essentially locked ) based on new attributes. Of course, this being a volume, I have lost all point data information so I can't use color or anything based on points To explain this better: How would I say take a sphere's radius in x and force the radius in x to be an newly named attribute so that when i change the new attribute, the radius changes in the original sphere based on that attribute? So basically like channel referencing, only it will be channel referencing on an attribute that was created after the fact. So this is more of a "how do I change original geometry parameters based on new attributes that I created after the fact" question. I tried everything under the sun to get this to work. Channel referencing, Volume Vops, (Don't know those yet). Attrib transfer, Solvers in Sop level, Volume from attribute, all kinds of things... Can anyone help me? I need this for a project and I'm on a tight deadline so any help at all will be super highly appreciative. Thank you! Cloud_FloodV4.hip
  24. Hi Everyone, I have an animated object that I turned into a dynamic object after about 30 frame. I filed the object with a points_from_volume SOP, to use these points as source for my pyro fuel and temperature. Then merge it with the object. It all look great and behave properly in DOP until I bake the geometry. for whatever reason the points stay where the animation ends and before the DOP takes over. I wanted to bake the animation, to lighten the scene and so I could use a sop_geometry and 2 particle to field microsolver for my pyro. Make any sense? feel free to point me towards a similar post. Thanks for any help or idea you may have. platform_test_v004.hipnc
  25. Hello I am trying to do a fence over a small hill. The idea was to lay some points on the hill and then place a pole on each point (oriented like the point normal). This is what i have now: but i want the points normals to correspond to hill curvature, and not just point straight up. something like this: Is this possible?