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konstantin magnus last won the day on August 23

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About konstantin magnus

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  1. coplaner polys inside another wanting to remove

    Hi Curt, did you look into the hole SOP?
  2. I need some advice on the ripples of the ship.

    There is a Kelvin Wakes deformer in SideFX Lab's now: https://www.sidefx.com/docs/houdini/nodes/sop/labs--kelvin_wakes_deformer-1.0.html
  3. Blend positions between uneven topology meshes

    How would you blend positions between meshes with different topology and uneven point count? My idea was to use the 'underlying' primitive's intrinsic UV coordinates for matching. But when transfering to world position I run into this typical "fix boundary seams"-issue known from the UV texture-node. blend_pos.hip
  4. How to vertically align a uv texture?

    Polyextrude does UVs. Just assign UVs on the grid in advance and ignore the viewport issue that comes later. extrude_uv.hip
  5. Threshold function

    VEX version: float t = chf('threshold'); v@P.y = -abs(v@P.x - t) + t;
  6. skin node from cross sections with UV's

    Hi Dana, I'd recommend to look into the sweep node again. It accepts pscale and scale attributes for varying widths, creates UVs and has lots of other useful features such as creating primrow and primcol attributes eg. for lanes.
  7. middle line on an object

    The Labs Straight Skeleton 3D node creates curves through the middle: https://www.sidefx.com/docs/houdini/nodes/sop/labs--straight_skeleton_3d.html
  8. Rotating each item on its own individual axis?

    Handling per object-rotations gets easier after packing and instancing the copies. Eg. the primitive node can do random rotations afterwards. copies_rotate.hipnc
  9. Create point group which are not connected

    Hi Apurba, presumably by setting the cluster node to 6?
  10. Rotating each item on its own individual axis?

    You would usually define the point orientation before copying objects to them. The normal vector "N" pointing to the front and the up vector "up" pointing upwards, eg. perpendicular to the surface. Next you can rotate the up vector around the normals using a point wrangle. float amount = chf('amount'); matrix3 m = ident(); rotate(m, amount * M_PI, v@N); v@up *= m; There are many other ways and as per usual Matt's CG wiki has a good read on this: https://www.tokeru.com/cgwiki/index.php?title=JoyOfVex17 rotate_up.hipnc
  11. Loop Shape Creation

    The sweep node has a rolling function. loop_shape.hipnc
  12. Sharp spikes growth effect

    Hi Guan, exactly, the polyextrude node can take all sorts of masks and measurements for individually orienting and scaling its extrusions. extrude_feather.hipnc
  13. Hi Ahmed, there are specific volume noise nodes now which even support masks. erode_volume.hipnc
  14. Extrude points along Curve

    Hi Ronald, the sweep SOP surface can be set to rows. It accepts pscale, up and N attributes as well as cross section curves for the second input. sweep_rows.hipnc
  15. Custom Raytracer in COPs

    I wrote an article explaining the code for the COPs raytracer a little: https://procegen.konstantinmagnus.de/custom-raytracer