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Found 38 results

  1. 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.
  2. 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.
  3. 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
  4. 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!
  5. 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
  6. 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!
  7. 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
  8. 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
  9. 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!
  10. 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.
  11. 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,
  12. 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
  13. 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.
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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?
  19. 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.
  20. 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! :
  21. 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); }
  22. Hi, Im creating a fa├žade 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
  23. 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
  24. 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
  25. 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)