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Found 8 results

  1. Hi guys, Just want to showcase our work in progress and ask everybody's opinion. The demo is HERE. In short, were able to transfer Houdini vertex animation to a Web Browser. To accomplish that we used Houdini texture cache tools, 3js library, and tinyexr loader which was compiled to JavaScript. We are exited about the result and looking for a project to apply it. Kirill and Snay
  2. Hi! I don't know how to solve a simple UV problem, I created a basic file where i can recreate my case. I just want to get UV's sticked to the geometry, even if there is a rotation or gets partialy deleted. I tried using Vertex Sop for MAP matching, but no results. Can you help me? Thanks! UV_Problem.hiplc
  3. Hello, i have a bad geometry with some vertex with -nan value in @N. @N is a 32 bits float vector attribute, but -nan is equal or not equal of which value ?
  4. applying force to FEM point ?

    Hi, I would like to deform an organic tissue using some force applyed to a specific point. I have some trouble explaining it so if you can take a look to the attached file It might help understand what I'm trying to achieve. On a simple sphere converted to organic tissue I'd like to have a point of the surface pushing toward a rivet placed on the other side of the sphere, thus deforming and pushing the sphere. Being really new to houdini I don't know if such effect is achievable and in what ways. If anybody has a clue on where to begin or maybe direct me to some similar post/tutorial it would help a lot ! Thanks
  5. Hi guys, I met a problem, I sent an asseet from Houdini to Maya, then I saw a problem with the normals, that could be fixed in Maya with the Set to Face Normals, using the Create Vertex face normals in the mode Match face normals, I wonder is there a equivalent node in Houdini that can fix it before creating the asset? Thanks!
  6. vertex UV in GLSL

    This seems like a very basic question and is related to GLSL, so I don't know if this is the right corner of the forum. I have a simple working GLSL shader that pulls in the uv attribute. This is the Vertex Shader: #version 150 in vec3 P; in vec3 N; in vec2 uv; out vec3 vPos; out vec3 vN; out vec2 uvCoords; uniform mat4 glH_ObjectMatrix; uniform mat4 glH_ViewMatrix; uniform mat4 glH_ProjectMatrix; uniform mat3 glH_NormalMatrix; void main() { vPos = vec3(glH_ViewMatrix * glH_ObjectMatrix * vec4(P, 1.0)); vN = normalize (glH_NormalMatrix * N); uvCoords = uv; gl_Position = glH_ProjectMatrix * vec4(vPos, 1.0); } Fragment shader: #version 150 uniform sampler2D t_diffmap; in vec3 vN; in vec2 uvCoords; out vec4 color; void main() { vec3 diff; diff = texture(t_diffmap, uvCoords).rgb; color = vec4(diff,1.0); } Now, this works with point UVs. If my UVs are of vertex type, this does not work any more (the shader shows a single color only). Since 99% of my meshes will be vertex UV, I am seriously wondering how I get access to them in the GLSL shader... Any help is appreciated! Thanks in advance Johann
  7. 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.
  8. How to Transfer a Colored Pencil Drawing on vertexes? I can easily trasnfer the color via attribute transfer sop, but I dont know to to make the transfer permenant on vertexes. Thank you all.
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