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Found 47 results

  1. 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
  2. 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
  3. 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.
  4. 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
  5. 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!
  6. 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!
  7. 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
  8. 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.
  9. 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
  10. 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
  11. 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.
  12. 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.
  13. (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
  14. 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!
  15. 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
  16. 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!
  17. 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
  18. 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
  19. 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!
  20. 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.
  21. 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,
  22. 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
  23. DOP POP curl noise question

    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.
  24. soap sim texture

    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
  25. 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
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