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Found 55 results

  1. Hi Guys. I have been learning houdini over the past week so I really am new to this, I don't have a solid background in a programming way of thinking but I do enjoy technical challenges so bare with me. I have been working on a scene where over time some I want some pieces of a fractured object to be activated in the dops network by selection of a group (I got this part working) For the next part of this I want the pieces that are now active to start scaling down until their scale is 0. I am currently struggling to get my if statement to run multiple times. It runs only once when the condition is met but I cannot get it to loop for each frame. If anyone could please help here or point me to another forum post I don't mind. Thanks! I have linked the hip file and labeled the node I'm having issues with as "Problem". Plant Debris scale.hipnc
  2. Hi there, I'm trying to stick points on an animated alembic without the points moving all over the place. At the moment I've got my alembic attached to a vdbfrompolygons to scatter. How can I make sure that these points will follow the alembic geometry? (the polycount doesn't change while animating) Thank you for your time and help. (I've attached an alembic file) AlembicTestFile.abc
  3. Access "dead" attribute in a point

    I was reading some comments on how the @dead attribute generated by particle streams changes to 1 in the subframe before being reaped by the solver. Is there anyway to access this attribute after the simulation? For example, if I wanted to create a static point in that same position as the particle that is going to die? By the way, the generated particles are not from a POP Network, but yes from a FLIP simulation.
  4. Export Points to maya 2017

    Hi, I looking for a way to export points/particles from houdini to maya. Houdini 16.5, Maya 2017. I've tried exporting in alembic, importing in maya with exocortex, but nothing work. Houdini digital asset is not a solution for me (render farm, licenses ...). Any solution ? Thanks a lot
  5. Hey All! So i'm scattering points on a geometry to Voronoi fracture to break into multiple chunks. There is a portion of the geometry I want to break of in just one chunk Is there a way to tell Houdini not scatter points in that particular area of geometry? Thanks everyone!
  6. Hi Does anyone know a fast way to transform large arrays of points into simple voxel meshes (with no overlapping faces inside)? Unfortunately, VDB won't work. Is there any existing vex script by any chance?
  7. Hey friends, I'm pretty new to Houdini but I'll try to ask you my question in a hopefully understandable way. Can anyone tell me if my workflow is right or if I go the totally wrong way with my thoughts by challenging the task of placing different objects on a surface. I want to achieve something like macro-shots of a beach/sand. Means I want to model different assets and scatter them on a surface with different rotations and scales. They also should not interact with eachother by obtaining a certain distance to each other. Things I have done so far: - procedually modelled 6 grain-assets (lowpoly, about 3k polys each) - grid displaced in Y-axis with mountain - scattered points on the surface My thought is to scatter 6 different seeds of points to the surface and give them different values of Cd and pscale. After this process I want to merge the points into one "point-container" and scatter instances of the lowpoly meshes at the diferrent color-locations. I heard something about the copy-stamp operations but I also heard that this is way more inefficent by using computer-performance than other solution. As far as I know Houdini offers pretty solid graintools. Is there any way to hook up my own grain-assets in this shelf-tools? I tried it for some while now and didn't achieved a solid workflow. Is it possible to make something like a thin layer of sand on a surface without interacting geometry, because I don't need them to be animated in the full space yet. Thanks, Sebastian
  8. Solver on scattered points

    Hi All! I think this is my first post, so thank you for all the info shared here - I have a sphere with scattered points (in texture space) and a map that makes propagation of the points over the sphere. - I have a solver moving this points over the sphere. The problem is that the solver just move the points generated in the first frame and I want the solver to be acting over the points created over the frames. I assume this can be a stupid question Thanks in advanced! Domingo.
  9. Hi Guys, I want to scatter some points on a growing and deforming vdb mesh. These points shouldn't jitter on the surface and look like they are moving along with the surface. I have attached a basic file similar to my actual setup. Basically, I am going to render these particles as bubbles on top of the mesh and I want it to be quite dense. I haven't been able to figure this out and couldn't find much help online. It would be great if you guys can check it out and help with a response. Thanks vdb mesh vdbscatter_v01.hipnc
  10. I'm trying to delete points bases on the camera's origin. I have a vex script that was calculating the visibility: vector camera_dir = point(1,"P",1) - point(1,"P",0); f@vis = dot(@N,camera_dir); the problem is that it's based off of having two points from a ray sop. Can I just do it based off the camera origin itself? Any help would be amazing! Thanks, camOrigin01_v001.hip
  11. Hello guys, there are so many old threads how to render the big amount of particles, I'm guessing maybe there are some modern approaches in newer Houdini versions? Here is my workflow: I have saved 100 mln of particles (pos, vel, color) It takes 3 min to render and 30GB of Ram if I load them by Load SOP. It takes 2-3 times quicker if I use Delayed Load Shader. But it's hard to use it coz I have procedural particle scale, dynamically changing colors by vex, etc in SOP level. Re-make everything in shader seems too complicated in my case. Also, I tried Packed Disk Primitive in Load SOP. But to make color, pscale changes I must unpack it and performance drops like loading file as usual geometry. Any other suggestions how to deal with big point counts? Maybe there is any more modern way? Thank you in advance.
  12. Retime slow motion points

    Hello all, I have a sand set up based on points being advected by vdb vel. The results come out nice enough but the motion is too fast. I need the speed sim/solver speed to remain the same though to retain the kind of details I'm getting so I can't just multiply the fps down in the solver to cheap a slow-mo effect. What I'm looking for is to simply retime the points post-cache and make my cache slow-mo, which actually works using a timewarp (I just stretched the output range an extra few hundred frames) -- The slo mo effect is achieved but there is obvious stepping in between frames where the cache will freeze and play ever other frame (due to the stretching) To avoid this kind of stepping I tried using a timeblendql, which seems to have almost worked but because my points are dying and being deleted based on age, the timewarp breaks. Timewarpql has a neat feature where you can use the v of the point to blend between subframes, but since I'm inheriting my point v from the vdb vel its not as accurate is if you were using a trail sop, and again the trail sop breaks in my scenario because of the points being deleted perhaps based on age.. I can smooth the points together in post with nuke using a frameblend and you don't see the stepping... But i'm sure there is a proper and procedural way to interpolate between the substep frames of the point between A + B... just not sure how to go about this and I am having trouble finding a reference on the net. It would also be nice to have this setup on hands in the future. Thanks for all your time!
  13. Voronoi inaccuracy (R16?)

    Hello all, I'm using the pre-fracture transform method (following this Lester Banks video, specifically) to roughen up voronoi cuts. I feel like I've done this before without a problem, but now I'm discovering some little quirks in the form of misaligned points after cutting (see attached). Increasing the mesh resolution helps; it's even good enough, but in some cases it never goes away--some points that should share the same position are a little offset from each other. This is present even on my test setup with only a sphere, Attribute Vop to apply noise, and the Voronoi Fracture. Has anyone seen this before? Surely it's come up, but I couldn't find previous posts. Thanks! PS. The place I'm currently working at has Houdini 16--that's not it, is it? (I only ask that because it's the first time I've used 16 and I feel like I would have seen this behavior before.) Increasing the mesh's resolution and changing the Scatter seed until the problems aren't very visible has made it good enough, but I'd still like to know what I'm doing wrong/if there's a way to prevent this in the future. Thanks again!
  14. Hello, I am currently working on a digital asset and I seem to have hit a wall. I would like the user to be able to select the points (to be used within the hda) from the viewport. Similar to what you can do with a delete operator using the arrow. However I am not able to implement this particle interface element (see pictured…arrow circled) and was wondering if anyone has any ideas on how to make this happen. Thanks, Rushil
  15. hi there, (this is a more precise question that the one i made before) I am trying to search for the closest points with different id and then connect them :-) Basically, every single point should be able to connect with other 2 or 3 other points max but avoiding points with same id (so no connections with the points of the same curve) see attached file and screenshot of what i got so far many thanks!! :-) connecting just to other lines.hipnc
  16. Hello everyone, Hopefully, someone can help me with this one :-) I do have a bunch of particles flying upwards and creating a trail of points behind them that i connect as polylines with the trail SOP. (see attached image) Then i scatter some points on these lines. These new points inherit the id of the original particle and what i would like to to do is to use these id's to control a nearpoints function in order to connect with the nearest points except with the points that have the same id (basically i want to connect with those points that are not in the same line as the point that searches i attach a file and an screenshot of what i have so far Any help would be really appreciated! cheers!! connecting just to other lines.hipnc
  17. I want to create something like a tent: I've got one "peak" point and a bunch of "ground points" and I want to connect them into a "tent" with triangular sides, all meeting at the peak point. What's the cleanest, most elegant way to do this? I can loop through the ground points to construct each triangular section one by one, but I was thinking there's a native SOP that can do this for me.
  18. Squashy effect

    Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  19. Squashy effect

    Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  20. (Novice) Align a selection to point

    Very simple operation required: I need to align all points to the vertical axis occupied by a single point. (align points to the vertical axis of the point highlighted) There has to be a simple method for this. Thanks in advance
  21. Hey guys, I'm just getting into Houdini (have been working in comp for the past 6 years) and I need help with a most likely simple question. I have some geo in my scene that I scattered a lot of points onto. I'd like to only keep the points on the Y axis. Like imagine a camera above the character looking straight down. All the geo it sees should have points scattered on it and nowhere else. Do that make sense? Any help on this would be great! I am hoping to take these points into a particle sim and use them to drive a smoke sim. Thanks!
  22. Hello everyone! I am creating a pool of lava and am struggling with creating displacement for it. The problem is the remeshing every frame. How can you make points which are generated at the first frame follow the colour they have been given? My idea is once I have figured this out, to use those points for the position of the displacement. Any help is greatly appreciated, thanks! points_follow_colour.hip
  23. hey, i am piping the results of an rbd sim into a debrissource to generate particles and then smoke. this method has worked for me so far. this time, however, the points are not being scattered on the actual cracks. i am not sure if i got my name attribute screwed up when working with the fractured pieces as packed geo. looking into the debrissource sop tells me that the name attribute is required. any ideas? thank you!
  24. Hi everyone, Here's a weird one: I am trying to use the crowdsource to copy a simple agent animation on a point sim. It is basically a swarm test. Now the problem is that when I try to render my agents they render as boxes. So far I have done a couple days of research but I didn't seem to be able to find a solution or anybody with my same issue. The simple answer that I gave to myself was "use the copy sop with some timewarp stamping for each point" but the copy sop gets too heavy to quickly. Does anybody have an idea of what am I doing wrong? I have attached a zip file with the hip and the fbx of the bee animation. Thanks for your help! bees_test.zip
  25. 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
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