Jump to content

Leaderboard


Popular Content

Showing most liked content on 05/20/2019 in all areas

  1. 1 point
    You can just delete the corrupted file. It will be recreated when Houdini starts.
  2. 1 point
    @DoxiaStudio Peace & Love
  3. 1 point
    //set a wrangle to run over primitives int primpts[] = primpoints(0,@primnum); removepoint(0,primpts[0]); removepoint(0,primpts[-1]);
  4. 1 point
  5. 1 point
    hi, 1. PolyFill wouldn't work with quadrilaterals on this particular shape as it wasn't able to produce full quad output due to pointed ends (if you made end tips slightly beveled it would work) 2. can't give you a technical answer why remesh was not working for the shape you produced. anyways, when I built the same shape in a way I would normally do it, it magically started to work. i guess polyFill is not really meant to produce a mesh out of curves, and while it did it, it ended up being an invalid surface in some way. cheers, D.
  6. 1 point
    Not sure if I understand correctly, but if you want to bake in COPs point attribute in uv space, then VEX works as usual: vector uv = set(X, Y, 0); vector clr = uvsample("op:/obj/geo/geometry", "Cd", "uv", uv); R = clr.x; G = clr.y; B = clr.z; Copy this (replacing path and attribute name) into Snippet VOP inside vopcop2filter and you should have the attribute baked into texture.
  7. 1 point
    Hey Howard! Sorry about that! Here is the scene, I polyreduced a bit one of the frames of the sim to have a less heavy file to share! By the way, that mesh still has a freeSurface attribute; So you can use that gradient for nice shading effects. I forgot to say that this scene uses Redshift. v2.6.32; H17.459. Cheers! Alejandro FLIP_crown_v005_share.hip
  8. 1 point
    Put all point positions into an array and make parameter "t" slide e.g. from 0 to 1 inside a for loop. int steps = chi('steps'); vector all_points[]; resize(all_points, npoints(0)); for (int i = 0; i < npoints(0); i++){ all_points[i] = point(0, "P", i); } int prim = addprim(0, "polyline"); for(int i = 0; i < steps; i++){ float slide = i / float(steps - 1); vector pos = spline("catrom", slide, all_points); int inter_pt = addpoint(0, pos); addvertex(0, prim, inter_pt); } Also a simple function for interpolating 4 points to a curve by yourself would be: int steps = chi('steps'); vector pt0 = point(0, "P", 0); vector pt1 = point(0, "P", 1); vector pt2 = point(0, "P", 2); vector pt3 = point(0, "P", 3); int prim = addprim(0, "polyline"); for(int i = 0; i < steps; i++) { float slide = i / float(steps - 1); vector pos0 = lerp(pt0, pt1, slide); vector pos1 = lerp(pt2, pt3, slide); vector ipol = lerp(pos0, pos1, slide); int inter_pt = addpoint(0, ipol); addvertex(0, prim, inter_pt); } VEX_spline.hipnc
  9. 1 point
    Hi guys! I'm a bit late to this party but thought I would share anyways. I am very new to Houdini, but very experienced in Realflow and Maya. However, after discovering Houdini I don't think i'll ever go back. I love how much control you have with Houdini, and how easy it is to create your own tools when the provided ones don't quite fit. A while ago, I wrote a Realflow Python script that did splash hole filling. While it worked OK, it was slow and a bit unstable in certain situations. I took the same Idea and put it in a VOP node, and it seems to work really well! It is super simple and very fast because i'm not doing a bunch of dot product math, just relying on Houdini's excellent point cloud functions. Here in an example video: https://vimeo.com/153145442 See attached for example .hip Cheers! Karl splashExample.hip
  10. 1 point
    Hey Netvudu, I don't have Houdini in front of me, but the easiest way I can think of is to use the creep SOP. Create a line > deleteSOP (Delete by Pattern > 1) will give you a single point. Pipe that into a creep SOP (input 1) and pipe your curve into the input 2 > animate the Translate in X (I think) in the Creep SOP > 0 to 1 will go from start to end of curve. Is that what you had in mind? Hope that helps! Matt.
×