# All Activity

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3. ## Conform one humanoid shape mesh to another

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.
4. ## 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 ;-)
5. ## 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?
6. ## point normals

IT WORKED THANK YOU MAN!!!!!
7. ## 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...)
8. ## Qns about Entagma's PCFind Explained

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?
9. ## 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....
10. ## Baking Atlases from existing maps- Game Dev Toolset

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/
11. ## Need help meshing points created with VEX

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.

13. ## How to have one line cut off a line and have it continue below it?

Super crazy shit guys.. too awesome. Glad to be on the path of learning Houdini.
14. ## How to have one line cut off a line and have it continue below it?

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
15. ## howto 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 ...
16. ## How to have one line cut off a line and have it continue below it?

Here is another (similar) solution using the copy node. line_break.hipnc
17. ## How to have one line cut off a line and have it continue below it?

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
18. ## 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 .
19. Yesterday
20. ## How to have one line cut off a line and have it continue below it?

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
21. ## VEX supports array function?

Year 2019...had issue with this in Houdini 17.5. Solution is to add word 'function' and everything works only then. function int[] getPointsForPrim(int targetPrimID){ int pts[] = primpoints(0, targetPrimID); return pts; }
22. ## Need help meshing points created with VEX

Hi guys. I recently wacthed Fifty50 tutorial making a infection effect and now I'm trying to mesh the points but I couldn't achieve a better quality result. Btw I'm pretty new to houdini :{ My currently setup after points is Volume Rasterize Attributes> Vdb Smooth> ConvertVdb to polygons. Are there a better way to mesh those points? hip file attached, thank you in advance guys. RnD_Infection.v01.hip 001_Pedestal_high_poly.FBX
23. ## HDA Error - Houdini 16.5

Sorry to ask a dumb question but can you point me to a good tutorial for doing this? The HDA we are working from he's a lot of customization. Thanks
24. ## HDA Error - Houdini 16.5

Did you update Houdini versions? Or update a nested HDA? If you re-save your HDA it'll "forget" about those parms and the warning will go away.
25. ## how to make Mesh growth Transformation

Moderator here. @ashu_tosh_m please attempt to do this work for yourself instead of just asking for hip files repeatedly with no attempts to do it yourself.

27. ## Evenly Distributed Hexagons On A Object

Hi Konstantin, Thanks for your great suggestion ! However, When I follow those techniques and combined them together, the edges are getting cut. The surface is not fully consist of hexagons. It's not like the perfect evenly distributed hexagon grid. I'm trying to get a hexagon surface on a car geo, but I'm still not completely achieving what I want.
28. ## howto Frei Otto edge bundling algorithm?

Thank you guys! its close but wondering how I can get it even closer to the pretty more detailed version in the video I posted. Thanks!
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