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Found 9 results

  1. Polygon to curves and sweep tools

    Hello ! I'm trying to make sweeps from geometry input, basically a wireframe of a polymesh to use in game engine. Unfortunately I got strange result from ends SOP, duplicates lines. Is there a cleaner way ? Thanks ! PolytoEdge_001.hipnc
  2. Polygon Jitter Orient Problem

    Hello everybody... I am working on a project and stuck on one point. Need a help so bad! lol In the hip file what i tried to do: Created a almost torus shape and and needed little bevel on the edges bla bla bla... In pointvop1 i am giving jitter animation to primitives and taking the animation from the sphere1's transforms. Through the animation, prmitives jittering/animating from object and they coming back to 0 poisition when sphere get far from the object. After that, in attribwrangle3 i am deleting primitives and using only points of primitive's center points. Ok here what i try to do! In attribvop6 i triend to use few attributes and the thing i need is. When points are far from the object i need to give them noise or turbulans or something that gives them motion and when pyramid shaped get close to zero position and create and object i need them not moving and just sit the 0 poition. In sum what i tried is they should rotate while they are going to 0 poisition and when they get close they should stop and just sit and stay. If you turn normal1's display flag you can see that they are not in real order. there are gaps and normals are not correct... I really stick in this part and cant move more. If any help would be amazing life saver lol Thank you for help! Lens_polygon_test.hip
  3. I'm practicing with a library model, to which I've applied Granular Solid, but the VDB from polygon and VDB Reshapes has no effect on my model that I'm doing wrong? Please help me thanks, I attach the image and file ... example.hip
  4. Hello everybody, I'm trying to figure out an effect done by Simon Homedal, here are pics of the process, seems to be a subdivided triangular mesh that animates into infinite fractal, could be this done subdivisions, extrusions, blend, for each loops and solver? if so, how can you manage so houdini doesn't crash when getting smaller? putting a end value on the for each node? I watched Entagma video on fractal and for each divisions, now I'm trying to figure out how to combine all this stuff. Reference pictures: Here is the video (second 0:28) Also Simon kinda explain the method on IAMAG 2016 Class at min 32:20 He said that he uses a polygon, subdivided, and then animate with a blend shape, then build all the stuff from there, the screen record is available at u$d 100 but he only shows 2 quick houdini screens so its kinda expensive for that amount of info in my opinion (althoug the overall talk is great) . At 34:20 is a similar effect again with a sphere Any info will be great, in mean time will keep thinking and playing with houdini. Thanks!
  5. Unwrap by polygon.

    Hey guys, I'm trying to figure out a way to unwrap the polygons of a geometry by face. Meaning that: face[x].vert[0].uv = [0,0] face[x].vert[1].uv = [0,1] face[x].vert[2].uv = [1,1] face[x].vert[3].uv = [1,0] What's the simple way to do this? Oh and I tought I could do this using the Vop(attribute) Sop but how do you output uvs since they are not in the output node... Thanks for your time guys.
  6. Hello guys ! I'm always training myself in Voronoi fracture with Houdini. Now I have another problem ^^" I have a mesh with a shell, and the Voronoi fracture understand that. But not with all pieces. I have weird inside mesh added in a few pieces and I don't know why :/ I tweak the random seed in Voronoi fracture points sop but I always have one or two piece with weird inside polygons :/ Thanks
  7. Hi everyone, Sorry for the remedial questions. Still new to the Houdini coding world. I have a long vector of ordered positions in space (Houdini calls these Vertices? Is that true?), I also have per-face index information (What I think Houdini calls Points), as well as some normals and UVs. All of these collectively defining a single polygonal surface. From this: http://www.sidefx.com/docs/hdk13.0/hdk_geometry_intro.html It seems that I need to populate the Point Index Map, the Vertex Index Map, the Primitive Index Map, and the Primitive List. Where my primitives represent the faces of the polygon. Does anyone have an example of code that does this? I'm then going to shove that GU_Detail in as a member of a packed prim, but that's a story for another day... Thanks for any tips, Alex
  8. Hi everybody, Apologies if this has been asked a thousand times, but my searching hasn't found anything conclusive yet. I'm attempting to take a packed primitive and extract the polygon geometry data from the packed prims in my C++ ROP. Here's a rough sketch of how the code looks right now. I've omitted a lot of error checking code, but this is the gist: // the packed prim gdp = _sopNode->getCookedGeo(context, 1); for (GA_Iterator it(gdp->getPrimitiveRange()); !it.atEnd(); ++it) { // the GEO_Primitive of the sub-primitive const GEO_Primitive* p = gdp->getGEOPrimitive(*it); const GU_PrimPacked* pack = UTverify_cast<const GU_PrimPacked*>(p); const GU_PackedGeometry* pImpl = UTverify_cast<const GU_PackedGeometry*>(pack->implementation()); // dest has the mesh GU_Detail dest; pImpl->unpackUsingPolygons(dest); for (GA_Iterator jt(dest.getPrimitiveRange()); !jt.atEnd(); ++jt) { // now looking at the individual faces on the poly const GEO_Primitive* face = dest.getGEOPrimitive(*jt); GA_ROHandleV3 ptREF(&dest, GA_ATTRIB_POINT, "P"); for (GA_Iterator pt(face->getPointRange()); !pt.atEnd(); ++pt) { GA_Offset ptoff = pt.getOffset(); UT_Vector3 pos = ptRef.get(ptoff); // have the position of the points for this face } } } So, I have the points. Yay for that. Now I'm looking to figure out the vertex indices for these points. Some of these points being printed out are exactly the same, which makes me think the faces are sharing a vertex. How do I get those vertex indices from the face? I've been playing with a VertexMap, but the numbers coming out are all exactly the same as the offset, which makes me think I'm doing something wrong. If I have a polygon like: 1--------2--------3 | | | 4--------5--------6 I'd expect vertices 2 and 5 to be shared between the two faces, so my position information would look like: 1 (0, 0, 0) 2 (1, 0, 0) 3 (2, 0, 0) 4 (0, 1, 0) 5 (1, 1, 0) 6 (2, 1, 0) And my face index lists would be something like: Face A : 1 2 5 4 Face B : 2 3 6 5 How do I get that face index list information out of my GEO_Primitive for the face? Many thanks for any tips.
  9. Group Primatives by UV Tile

    Hey guys, I'm looking into a way to group primitives based on their UV tile. I know how to do this in the viewport by switching to the UV view and selecting the faces of the geometry in the tile I want and clicking group in the shelf. However, I'm looking for a way to do this in vops or using an expression. I want a procedural way to do this. I don't know if the tiles are numbered or how I would go about doing this.
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