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Showing most liked content on 02/22/2021 in all areas

  1. 4 points
    Hello, great work! Seem it is the FLAM fever again as so many people recently implementing it! I just finished an implementation of The Fractal Flame Algorithm too! Not sure how you did yours but I did mine entirely in CVEX. If anyone is curious you can check the results and download the tool here: FLAM3 for SideFX Houdini Its free and the HDA is unlocked so you can extend it if you like. ( the CVEX code is pre compiled tho because it was so much code that was the only way to keep it manageable ) The 3D version of the variations ar what they are, some work better than other and some are really hard to port into 3D so the 3D option is really there just for fun but consider it a 2D tool and you should use it that way. Cheers, Alessandro
  2. 1 point
    Librarian By the way, the first example was to make a curve follow a ray. It doesn't work well on curves. An alternative might be to match the curve to the polygon deformation. For example, Lattice Deformation But anyway, I'm glad that Soft Selection has become easier. FallOff_SoftSelectionCurveRAY_v001.001.hipnc
  3. 1 point
    Thanks @Aizatulin for your input! Your solution is very elegant and provides clean results. I think the only problem for me would be, that the curves I use as input are based on real world data and often can't be smoothed that much without diverging too much from the original data. Also I I'm not dead set on using the PathDeformer at all. My previous experience in modelling is in Cinema4D and I basically just tried to recreate the solution we used previously for this - but of course it has the same underlying problems in Houdini. After sleeping on it for a night I now tried a completely different approach which delivers quite good results so far. I basically take the outline of the curb, sweep it inwards for a small increment (50cm e.g.), then check for intersecting geometry with raycasts, fuse the intersecting points, then taking the new inside edges of the geo, convert it to a new curve, and repeat the process. It yields good results, there are just some stretched UVs here and there, but I think I can live with that! And I think with a bit more tweaking I could even get rid of those somehow. This was a great learning experience, as it's the first time I feel I've used Houdini "properly".
  4. 1 point
    you can do something like this for example: import toolutils as tu view = tu.sceneViewer().curViewport() view_xform = view.viewTransform() view_position = view_xform.extractTranslates()
  5. 1 point
    Two rather short tutorials showing a simple approach on covering mesh surfaces with scales: Houdini file and discussion here:
  6. 1 point
    Hi, if you want to use a path deformer, you can bevel each curve point circular. Unfortunetly there is no inbuild solution yet (afaik). Make sure, that the object width corresponds to the curve radius, the radius should be slighty bigger than the half width of the obejct. Here is an example using a path deformer and a round tool (VEX). path_deform_along_circular_beveled_path.hipnc
  7. 1 point
    I created this as a camera lock indicator:
  8. 1 point
    Here are a few more links relates to tires. https://www.sidefx.com/forum/topic/67731/?page=1#post-287800
  9. 1 point
    Maybe This Tricks Can Help You volume_timeBlend.hipnc
  10. 1 point
    You can use whatever to set your name attribute as long as its a primitve attribute. ex: put down a connectivity and use the @class attribute. s@name = "piece"+itoa(i@class); or you could use the primitive number itself s@name = "packed_prim"+itoa(@primnum); or closest point to this primitive int nearpt = nearpoint(1,@P); s@name = "say_my_name"+itoa(nearpt); or get the name of the closest point int nearpt = nearpoint(1,@P); s@name = point(1,"name",nearpt); Its just an attribute you can call whatever and name whatever. If several primitives have the same attribute with the same value, they get packed togheter.
  11. 1 point
    Usually use this approach to merge clusters. vdb_merge_clusters.hip