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Found 14 results

  1. Hi guys, how can I edit the pivot to match a specific surface primitive or normal? I need to transform the arm of my robot in a specific way, so my pivot needs to be edited to match the surface normal. I already tried to edit it with " and ' but this only allows to move it but not to rotate it :/ Roboter.hiplc
  2. Hi all Im having a big confusion about packed primitive. Lets say I have an animated and packed sphere. when I check in primitive intrinsic It is having the packfulltransform info, But if I convert it to polygons and pack it again then the packfulltransform info gets ident matrix and no animating values but still the mesh is animating. My question is where does houdini stores the transform info after the animated mesh is packed. I hope it is some what clear. packFullTransform.hip
  3. I have three individual components to this briefcase, the body, the handle rings and the handle, the body is a static objects and the other two are RBD packed objects, all concave. I am trying to get the handle to hang from the suitcase naturally but they are falling through each other, there is a slight reaction but i cant get them to completely react to each other. I have attached a zip of the three .obj files and the .hip file if anybody could have a look. Any help would be really appreciated ! Thanks! Assets.zip
  4. Hello, I am trying to assign a material to packed disk primitive. This was already asked here many times but still I am not sure about my current situation I have geometry with two groups, I want to assign two materials based on those groups. However geometry is quite heavy so it makes sense to load it as packed disk primitive so that viewport is fast and ifd small. This geo is part of a digital asset, digital asset contains shop network with those shaders. So I need a way to assign material using relative path. I tried it but unfortunately it doesn't seem to work. With absolute path it works as expected. I also do not want to unpack the geo inside asset, because then I would loose packed disk prim advantages. One solution would be to save it with absolute path and put shaders always inside /shop/... But if I could make relative material path assignment working, it would make my scenes cleaner as everything related to the asset is included inside the digital asset. Thanks, Juraj
  5. Hi guys, I'm now working on a work kind of growth animation.. and I've faced a problem that it takes tooooo long time when render or even import, since what I want to make is the extremely dense object wrapped with polywire like second image or even more than. In my setup, I made particle trails and applied them to polywire to make mesh. As you know, like the attached image, the denser(the higher frame like a second image), the more expensive for render. Actually, I rendered the half of my scenes barely, but after them, the primitive will be dense in earnest. To solve, I reduced polywire's Divisions and Segments but too many primitive causes expensive render time after all. Then what I was thinking after is to use the concept of Fur such as fur density using texture map. ? , but I couldn't get the clear idea from that, It might be too challenging for me. Or remove polywire out of camera view or at the back of it from that? Or using hair shader? but in this case, it's too late for me... How can I solve this matter with this setup using polywire to reduce render time? Any suggestions would be really appreciated. Due to attached error, add google drive link with images and a simple hip file. https://drive.google.com/drive/folders/0B2PqEaLsEVgWZlBZVGJoc29GYms Thanks, Lee
  6. Hi Everyone, I have a quick question that I was hoping someone would be able to help me with. I'm trying to fracture a wall, and follow the brick pattern, rather than standard voronoi shapes. Part of this process is to generate a brick wall, fracture each brick, then cluster the results in a meaningful way. Currently cluster is being controlled using the P attribute, but I would like to cluster based in the primID, so that whole brick pieces will be contained in the cluster and not just individual points. Does anyone have a suggestion? My test files are attached. Thanks wall.rar
  7. Hi, I have a problem which I don't know how to solve. In short I have a geometry objects which are grouped in few different groups. My objective is to use PRIMITIVE SOP after grouping the primitives, but I would like the groups to act as though each of them is a primitive. In the attached example, the pink group is group_01, the rest is group_02 and if I apply PRIMITIVE SOP to it and do some translations, I would like to move the grouped primitives together. Any ideas on how to solve this problem? Like this
  8. Hey everyone, I currently have a plexus effect by blending a few tutorials together (tinytuts and Danil Krivochko). I'd like to take it a step further and create a persistent plexus effect where the connections at frame 1 remain throughout the simulation- never breaking or creating new connections. I have this code from the tinytus tutorial: if (ptnum % ratio == 0) { int myprim = addprim(0,"polyline"); int nearpts[] = nearpoints(0,P,maxdist,maxpts); for (int i = 0; i < len(nearpts); i++) { addvertex(0,myprim, ptnum); addvertex(0,myprim, nearpts[i]); } } It's creating primitives based on nearby points. So in order to get the persistent plexus look, I need to use maxdist and maxpts to create the look I want, but be able to keep max distance from influencing the connections after I get my initial look. I think I need to start by establishing a connection between points at frame 1, so they remember who they were connected to during the simulation. I might be able to do this by somehow storing nearpts[] data into each point with an attr? Or maybe I can create a new if statement that says in pseudocode that may or may not look like python: int nearpts[] = nearpoints(0,P,maxdist,maxpts); if frame == 1: create a list called initpts and store any points from nearpts[] into this new list else: pass Then change the for statement to say for each initpt in initpts: addvertex(0,myprim, ptnum); addvertex(0,myprim, initpt); Is there a way that I can utilize python to create this effect here? Another thought I had was to use a solver sop because I've seen that it can calculate what went on the frame before, but I'm really struggling with how to proceed with this direction. A nudge in the right direction would help me out a lot, thanks! Here's my file so far. od_persistantPlexus.hiplc
  9. connectivity

    Hey guys, I have imported a tree in houdini, but since it only has one primitive when I load it in I am using the UV Connectivity option in the connectivity to split the geo up in more primitives. (I am trying to give each branch their own ID). That all works great, the problem is that the attribute BRANCH_ID that equals 0 is not the root of the tree and that messes up the hierarchy I am trying to put together. Is there anyone who knows if it's possible to renumber the primitives in a controllable manner? Cheers, Eline
  10. hi everyone. i make the angluar velocity in SOP. and inheritied Point velocity in DOP. (i was modify RBD Packed Ojbect DOP like H14. this allow Overwirte attribute.) but, doesn't rotate in simulation. what made the wrong w attribute or i missed something??? i shared my hip. thanks for your read. have good day! w_attribute.hipnc

    hi there, please help me with these, i have spend alot of week for these, and still stucked.. basicly i want to try to rotate perprimitive base, effected by color and rotate some degree..but yeah, im still alot of learning with these.. i have recreated on my daily tools cinema4d, and its just required some step to achive fx that i want...but for some reasond i want more freedom with those fx....so i jump to houdini... please anybody on these forum help me with these... i got help from official site houdini forum...and got helped..but still got error for the rotation... i upload all the file, from the refference video, and all the houdini file i created and got helped... thanks.. help please... the reff video: jk_rotate_with_n_124 (1)_helped.hipnc rotate_per_prim_needHelp.hipnc
  12. Per primitive rotation

    Hello everyone, I am trying to recreate the per primitive rotation example i found here with VEX for learning purposes. The example file uses VOP to calculate a quaternion to rotate the points but when i do it in vex something weird happens and points doesn't behave as expected. I have also used qrotate() but no luck. Can you please take a look at file? Am i calculating the quaternion wrong? Thanks in advance Per_prim_rot_vex.hipnc
  13. Hello, I new to Houdini, learning modeling and new nodes, but one thing is bothering me, when I select primitive, it doesn't highlight to yellow color. Here is what I want: and here is what I get: It EXACTLY look like I've selected 4 edges, maybe I doing something wrong? I use latest OS X and latest non-commercial build. Please help
  14. Hi All, I'm trying to do 2 things but I think they are about the same. 1) trying to subdivide or better copy a bunch of cubes to form the following pattern: I would like then to turn it into a glue rdb afterward. But first I need to get to this.. I tried to follow 2 different tutorials, Peter Quin discovery title sequence and SideFX own lego type boxelizer. But I think I need to get an hybrid between the 2. I think that my problem is that I need to group each copy and use it as new boundary or something like that. 2) Based on the same idea, I would like to try to get the cube to be divided like this (here is a sliced view). And again I would like to turn it into an rdb object later on. I attached my first attempt. I'm trying first to apply a random color to each primitive, but for whatever reason, it's applied to each faces... not the entire cube... I know I'm doing something wrong. There are 2 "primitive" SOP in the scene, they are doing the same thing, I was just trying to see if I could color them using the stamp expression (before the copy SOP), or after... Any help, suggestion, comment, ihint or random string of words woul dbe greatly appreciate. Thanks. bil random_cubeDivision.hipnc