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Found 12 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. If backbone is poly, attributes come across to geometry created by sweep If they are nurb, resulting geometry gets '0'.. wondering if that's a bug, or expected.. thanks Alex help doesnt mention backbone nurb vs poly.. These point attributes and groups will be copied from the backbone points to the cross-section points. If a uv attribute is present on both the cross-section and backbone, and Cycle Type is set to either One Primitive at a Time or Cycle Primitives, only the u component will be copied from the backbone, so the v component will still be from the cross-section uv attribute. Although only point attributes are copied from the backbone, there is a special case for if the cross-section has a vertex uv attribute, point uv values can be copied into the destination vertex uv attribute, but this only works for uv.
  3. Sweep with UVs

    Hi everyone, i was watching scott keating's GDC video on procedural modelling, and i have an issue with the UVs and the sweep node, that he shows working with polygons. If anyone can show me a basic sweep with proper uvs, it would be great.
  4. Sweep multiple prims on multiple curves

    I have a bunch of hexoganol primitives. Each hexagon has a spine(curve) that I want to sweep the hexagon along. Each spine shares the same primnum as its associated hexagon. What is the best way to do this? What I've been playing with is a ForEach Loop that sweeps each hexprim along each spine.... but my results are confusing and bad. hexRox2.hip
  5. Sweep Node

    I create a simple line and curve and then sweep I get square nice geo but when I use a curve that is perpendicular to the grid I get twisted geometry. Why is this ??? Thanks sub.hip
  6. Hi - I am executing a sweep which produces overlapping geometry when the radius of the path is tight. I would like to produce clean geometry from this with no overlapping surfaces. Clean->Fix Overlaps did not work. Is there a solution for this? tightSweepExample.hipnc
  7. Newb question: sweeping a T

    Hey, I'm new to Houdini but really enjoying it's procedural generation modeling workflow. I've seen a lot of tutorials that get geometry by sweeping a flat shape along a curve and then telling it to skin. Is it possible to do something like that with something that branches like the letter T? I don't want to use anything as complex as a an L-system, I just want to be able to take a curve, branch it some how and then skin that. is that possible? is there a way to get similar results?
  8. I've been trying to switch the input for a Sweep SOP between a Null SOP and several Curve SOPs to disable/generate a bunch of profiled lines. However, on switching to the Null SOP, the Sweep SOP still produces geometry (that's handled by other nodes further downstream) even though the input contains no geometry (I middle mouse clicked on the Switch to confirm this). One solution I could find was to refresh the Sweep SOP by double clicking on Bypass, then it decides that there is no geometry coming in and accordingly produces no output. However, I have to do this each time the Null is switched to. The other solution is to have a second switch after the Sweep and switch to the Null there. I don't know why this has to be a workaround, it feels a little less intuitive than just switching the input of the Sweep to a Null. Anyone else encountered this? HIP file: sweepbug.hip
  9. Hi guys, We can use $PCT in the Sweep Scale parameter and will get a linear scale from 0-1 along the backbone. That is great and fast! But, why using 1-$PCT does not give us a precise result? As you can see on attached image, both extremes on right sweep are bigger than on left one. It's obvious on the thin end, but also occurs on thicker one… $PCT gives us an 0.0 ... 0.25 ... 0.75 ... 1.0 scale 1-$PCT should give 1.0 ... 0.75 ... 0.25 ... 0.0 scale, right? The same problem occurs when using a ramp: chramp("profile", $PCT, 0) It works perfectly fine at first stage, but if you change your first ramp point control from 0 to 1 and last one from 1 to 0 it clearly appears that the thin extreme is NOT zero size… (?) Maybe I'm misunderstanding something obvious? THANKS for your feedback! NOTE: these alternatives works perfect… $PT*(1/($NPT-1)) 1 - ($PT*(1/($NPT-1))) chramp("profile", $PT / ($NPT - 1), 0) …but it really intrigues me that the more simple $PCT has this problem.
  10. Hello, I'm having a problem with a setup I'm trying out and I'm hoping someone might have some ideas on what I can do? I'm creating this 'archway' that's made out of spinning blocks. The blocks are moving along the path of the archway. (At home right now, I'll put an explanatory pic up when I'm back at work tomorrow.) For this animation the archway is constantly changing it's shape. To acheive this whole look, I have about 6 nulls which I animate the positions of. Then -create a closed curve through all the nulls. -carve along the curve (this is what makes the cubes travel along the path) -resample the curve -sweep and skin a circle along the curve to create a tube -scatter points on the tube -copy boxes to all these points. This works reasonably except when the curve changes length and then the scatter sop ( or maybe the point numbering of the tube ) changes and all the boxes jump to different parts of the curve. I'm not sure what to do about this. My current idea is to try and keep the length of the curve constant. -Two of the nulls and the bottom part of the curve are off camera. I am thinking I could use a measure sop and a Python expression to iteratively reposition these two off-camera nulls to maintain a constant length. I've had a go, but my Python in Houdini is pretty beginner and I'm not having any luck yet. Any suggestions? Simeon.
  11. Merging Highway Road Sweeps

    I've got multiple simple road sweeps, and some of them merge together: What sort of node logic would I use to achieve the following mesh? Thanks Waldo
  12. Does anyone have an ellagant solution to the Corner UV Problem when working with sweep surfaces. I've attached two images illustrating the problem and a Hip File. I build the UV's using rows and collumn approach, but when creating things like corners I need to pinch separate the inside corner verts. a Procedural solution is needed as I don't know what the corner angle may be. thanks in advance for your thoughts. Cheers, kni uv_sweep.hip