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  1. Past hour
  2. Hello; Please take a look at image bellow. I have some questions about texture browsing in Houdini: 1) In texture path, how can I reset image history? 2) Is there any option to browse COPs oprators (like CTRL + Click on file browser)? Thanks.
  3. Today
  4. Material into COPS as Image ?

    Maybe use a Bake texture ROP, and output the various attributes of your VOP ? Then import the files into COPS or use the render COPS ? https://www.sidefx.com/forum/topic/23239/
  5. how to make Mesh growth Transformation

    Please open like bellow, it includes hip file too:
  6. How can I bring in a material VOP network into COPS as an image ?
  7. HDA Viewer state node?

    Hello, I'm trying to create a digital asset that allows the user to user a paint curves on the surface of the input geometry. How would I set the the viewer state of the HDA to that of the paint node inside in the HDA's network? Thanks!
  8. Yesterday
  9. Pyro velocity

    hy, im having trouble with some easy pyro sim. i have an animated object, emitting smoke (0,-1,0) direction wich is working fine until it starts to moving, the smoke deforms by the speed, wich i dont want to. i want to keep the smoke direction strictly. any idea to fix it? pyro_test.avi pyro_test.hip
  10. StepbystepVFX, this is absolutely amazing!!! Thank you so much for this!!! It sure helps a lot, and yes I need to do it procedurally as I load up an obj sequence. Having a lot of ways to fine tune this is also incredible, just what I need. catchyid and Whatsinaname, thank you for replying, I appreciate your input!
  11. Conform one humanoid shape mesh to another

    Are you talking of something like R3DS Wrap / ZWarap plugin of ZBrush ? https://www.russian3dscanner.com/ I guess Houdini does not offer something like that out of the box (not that I know of). You can nevertheless project a mesh on another based on normals, or maybe using UV matching if both your meshes have similar UV... but not similar features as Wrap where you can feed the algorithm with a few targets points to guid the wrapping.
  12. Does anyone know if it is possible in H to conform one humanoid mesh to another? I'm really looking for a procedural method for aligning dimensions and orientation of a destination mesh with a base reference source mesh. I don't think I need a morph SOP, because the destination needs to retain some (or perhaps most) of its own identity, but needs to conform the general object space that the source mesh occupies. Blender offers a sort of shrink wrap function that projects vertices from source to destination, but I'm not convinced this will do what I'm after. Any ideas on this from the community? Just a point in a general direction would be a good help. I'm quite new to H, so I know there is a steep hill ahead and I've got my hiking boots on! Thanks.
  13. How to keep the fire burning

    There are several solutions : - make a first simulation using some particles with a short lifetime (to avoid having too much of them) emitted by the comet and use them as a fuel source in another simulation using pyro. - if you already have another source but that the fuel is burnt too fast.... then lower the burn rate in the Combustion tab of the pyro sim. The combustion will last longer, but you’ll have to tweak other parameters to control the look of your flames. A nice fire is a balance between many components that affect the combustion ;-)
  14. How to keep the fire burning

    Hi, I wanted to create a scene where a object like comet collides with a building, but i don't exactly know how to give effects to the comet. Meaning i want comet to continously emit flames and smoke even though it is traveling(animated) and even afterits collision i want it to emit flames just like any real comet. Can anyone help me out in doing this?
  15. point normals

  16. point normals

    On the node stream of the curve, add a Point Wrangle, and on the second input of the Point Wrangle node plug the letter geometry. Put the following VEX code in the Point Wrangle: vector pos = minpos(1, @P); v@N = normalize(pos - @P); This should orient your points normals toward the geometry. You can then instance your tubes on these points (nevertheless, be careful of the orientation of the tube beforehand...)
  17. Yes Vitor, that is what I wanted, but is there a way to blur/blend the normals for those points that have more than 1 influences?
  18. point normals

    I wanted the tubes to arrange towards the geometry... how i can drive my normals towards it??? and the curve is exported from maya in fbx format....
  19. GameDev noob question - Need to create and bake texture atlases for single bricks which I am exporting to either Unreal or Unity. Is there a single best tutorial I should reference to do this using GameDev toolset? Only asking here cause I've been given a single day to demo a realtime crumbling wall. Using these textures to create my atlas https://www.vizpark.com/shop/roeben-rysum/
  20. What kind of end-result do you want to use the mesh for? Do you want the original geometry's topology? Like this? O6F9b5nQDF.webm If so you could boolean the mesh away: RnD_Infection.v01.hiplc That's the old mesh on top of the new mesh. If you get rid of the white section you still have 'nasty' topology wherever the geometry isn't defined (the inside of the column). Not sure what kind of topology you're looking for. If it's quads and perfect edge-loops I have bad news for you :D.
  21. Super crazy shit guys.. too awesome. Glad to be on the path of learning Houdini.
  22. Ok, here comes the nice and simple SOP solution: Segment the input line with a polycut node. Align the segments with a primitive node. Assign letters with another primitive node. paragraph.hipnc
  23. Frei Otto edge bundling algorithm?

    @Yundaz Tony - learn also this and just plugin into Solver by Junichiro Horikawa ... easy ...or buy a file of Bogdan for 175 cccccccccccccccccccccc..You have everything on google just warm upp the F chair ...
  24. Here is another (similar) solution using the copy node. line_break.hipnc
  25. while easily possible without coding, I just did a quick wrangle vector startP = chv("startP"); float width = chf("width"); float spacing = chf("spacing"); float length = chf("length"); int nlines = ceil(length/width); for(int i=0; i<nlines; i++){ float linewidth = min(length - i*width, width); vector linestartP = startP + {0,-1,0}*spacing*i; int pt0 = addpoint(0, linestartP); int pt1 = addpoint(0, linestartP + {1,0,0}*linewidth); addprim(0, "polyline", pt0, pt1); } ts_paragraph_line.hip
  26. Tool to run ordered file cache nodes

    A quick way to update all the filecaches can be using a PythonScript node as well , using it in TOPS is a good way ive found to trigger it in sequence . and unlike ROPFetchs in TOPs you dont need to create a explicit node for each filecache . import hou from nodesearch import parser # Create a matcher that finds nodes whose name contains filecache matcher = parser.parse_query("*filecache*") network = hou.node("/obj/") for node in matcher.nodes(network, recursive=True): node.parm('execute').pressButton() This looks for all nodes with "filecache" in their name and triggers their Save to Disk button ( execute ) . the nodesearch function can also do "match only on multiple" queries ( more details in the help https://www.sidefx.com/docs/houdini/hom/nodesearch.html ) as long as named your filecache nodes something like "flip_sim_filecache_01" and "whitewater_filecache_07" then you could have a string of Python nodes in TOPS searching for and caching all nodes of that type in order ( the first nodesearch looking for *flip* and *filecache* , then the next python node looking for the *whitewater* + *filecache* nodes ) . this was ideal for a project that has potentially lots of different filecaches that you dont want to explicitly path to .
  27. Last week
  28. Hi, I am wondering how you would do something like this. How would you get a line with one length parameter, that has a constraint after which it can go no further, and then it continues below, like a little 'paragraph', so you could create variations of that line on different 'cards'. Would really like to know how you could do something like that. Thanks
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