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Showing most liked content since 09/20/2022 in Posts

  1. 1 point
    Yes in that case it's possible. Have to implement a line line intersection such as this one: paulbourke.net/geometry/pointlineplane/lineline.c Point, Line, Plane (paulbourke.net)
  2. 1 point
    I guess you meshed the fluid manually,you can try sampling v from the vel field instead of calculating it with trail SOP
  3. 1 point
    Hi, There are more than 1 intersection in this case. Do you require the intersected lines form 90 degrees? But even then, there are infinite number of intersections that would revolve around the vector defined by your 2 points.
  4. 1 point
  5. 1 point
    Thanks for the HIP. I'm still dissecting how it works, but here is a slight modification that stops each grid once it touches the ground. ap_HIM_popVellum19.5.v004.hiplc
  6. 1 point
    Someone asked how to do something similar and I couldn't find any setups or tutorials so hacked this together. HIM_popVellum19.5.v004.hiplc
  7. 1 point
    Hi, Clip SOP is a compiled SOP so you can't dive inside. For your use case I would actually store P as rest, apply the mountain to the input geometry before clipping and then reset P back to rest.
  8. 1 point
    Update, I spent some hours more on the generator and I came up with some interesting results. I consider these to be pretty close to what I aimed but I do feel there's still room to improve. I followed this process ( https://www.youtube.com/watch?v=2oC9TOgQ3KE ) with point vops and went through different kind of noise iterations. Suggestion for improvement are welcomed! These are rendered in blender w octane, the look is a bit different from the suer polished one that I posted as reference, but the structure I followed is the same
  9. 1 point
    Check this technique https://pepefx.blogspot.com/2016/04/cigarette-smoke.html
  10. 1 point
    Hi everyone, I am looking for a good approach to generating curves that follow the curvature of a mesh. The goal is to generate line art in 3D, so not in post-process. First Approach My first attempt was based on vertex normal to find the lines, but if I push too far the sharp edge detection, I end up with duplicated lines along my curvature which gives an undesirable result. Expected result: Second Approach My second idea was to scatter points on my mesh and push these points in the direction that the principal curvature method gives me. I keep pushing the points in that direction as long as the next position has a stronger curvature than the previous one. The problem is that the principal curvature doesn't give me a constant direction through my mesh, and can flip from one vertex to another. The other problem is that I don't know how to connect the points into a curve. Thanks in advance for your help.
  11. 1 point
    Hi! I just wanted to share my tree and plant modeling toolkit Simple Tree Tools. Its available on Gumroad for both Indie and FX users and contains 18 HDAs specifically aimed at trees and plants modeling in Houdini. I hope you guys like it as much as I do! Heres a video of some of the new features in this release. Let me know what you think! Cheers Nisse
  12. 1 point
    It seems to work in all versions of 18.0.x up until 18.0.499. Up until then, somehow, the Transform Pieces node could apply non-named template attributes from a single point to all four wheel points. In 18.0.499 the points have to be matched by a name attribute for it to work. Possibly SideFX have fixed a long-standing bug or broken a normal piece of functionality. No idea which :-) car_rig_bullet_julian_18.0.499.hip
  13. 1 point
    Hi Carlos, As far as I remember this geometrical model assumes infinite waves. However, for practical reasons it's good to have it disappearing. I've made updated version, check "Max Distance" parameter. ssh_kelvin_wake_v02.hipnc
  14. 1 point
    Here is my attempt, with some nice techniques. Not overwhelmingly realistic, assume I've never seen an ice cream. cornetto.hipnc
  15. 1 point
    You should be able to do this inside a pointVOP or an attribVOP. Pipe in your non-point deformed geo in the first input and point-deformed geo in the second input. Inside the point/attribVOP you can use a mix node with the "bias" set to some attribute of the input geo which can smoothly interpolate between the point-deformed and non-point-deformed geo.