-
Content count
1,078 -
Donations
0.00 CAD -
Joined
-
Last visited
-
Days Won
136
Everything posted by konstantin magnus
-
Hi Robert, it seems he animated a Voronoi diagram: int pts[] = nearpoints(1, v@P, 1.0, 2); vector pos_0 = point(1, 'P', pts[0]); vector pos_1 = point(1, 'P', pts[1]); float d_0 = distance(pos_0, v@P); float d_1 = distance(pos_1, v@P); float d = d_1 - d_0; d_0 is the distance for driving the growing circles and d is the distance to the cell boundaries. https://procegen.konstantinmagnus.de/voronoi-diagram-reveal voronoi_reveal.hipnc
-
Pointgroup for Clip Sop Edge
konstantin magnus replied to unshmettr's topic in General Houdini Questions
Is there any way to make the clip SOP not fuse both parts? Or do we have to deal with splitting up its above- and below-groups each time? -
Dividing cube into smaller ones
konstantin magnus replied to plazadelmar's topic in General Houdini Questions
Sorry Matt, I accidently set it to 'draft'. It should be available now. It's just a for loop iterating over the vdb resample-node. -
[SOLVED] Use Heightfield Erode Node on Regular Geometry Polygon Mesh?
konstantin magnus replied to bentraje's topic in Modeling
Hi @bentraje, you could map the surface curvature to the height field. The erosion of the landscape can then be transferred back for displacement. https://procegen.konstantinmagnus.de/height-field-erosion-on-meshes -
Dividing cube into smaller ones
konstantin magnus replied to plazadelmar's topic in General Houdini Questions
Iteratively resampling a voxel field and visualizing the VDB tree as cubes might also be an option: https://procegen.konstantinmagnus.de/cubify-meshes -
creating texture files procedurally (and backing to desk)
konstantin magnus replied to catchyid's topic in General Houdini Questions
Hi Vincent, it seems to work on my side. Did you fill the image paths? -
How to use a curve and a carve to cut out an object from a solid
konstantin magnus replied to Btron6000's topic in General Houdini Questions
Hi Burton, I've attached a more intuitive non-VEX solution. It's basically the same thing. Let us know if you have any questions. laser_cutting_SOPs.hipnc -
How to use a curve and a carve to cut out an object from a solid
konstantin magnus replied to Btron6000's topic in General Houdini Questions
You could create a curveu attribute and add the primitive number to it. This does not consider varying curve lengths though. ap_km_etch_font_into_grid_u.hipnc -
How to use a curve and a carve to cut out an object from a solid
konstantin magnus replied to Btron6000's topic in General Houdini Questions
Hi Burton, you could also use the clip node driven by the distance towards the curve along with a time mask for cutting: https://procegen.konstantinmagnus.de/plasma-cutting-along-curve -
How do you apply xform attribute info from oriented bounding box?
konstantin magnus replied to bentway23's topic in Modeling
Hi Mark, attribute copy + transform by attribute should get you there. -
A simple way to render outlines right in SOPs. outlines.hiplc
-
I've just posted a written article explaining the same technique: https://procegen.konstantinmagnus.de/render-cartoon-outlines-in-sops
-
I have just published the same article on my procedural generation page: https://procegen.konstantinmagnus.de/cubic-uv-projection-in-vex
-
make circle out of polygons procedurally
konstantin magnus replied to anicg's topic in General Houdini Questions
https://www.sidefx.com/docs/houdini/nodes/sop/circlefromedges.html -
The connectivity node can split meshes based upon UV seams which should make removing inside surfaces easier. remove_inside.hipnc
-
Get an array of closests primitives from a point
konstantin magnus replied to DeBrumaire's topic in Scripting
.. perhaps like so: array_near_prims.hipnc- 5 replies
-
- 1
-
-
- primitives
- nearest
-
(and 3 more)
Tagged with:
-
The triangulate2D node can redraw the outline of the plate. And match-size is good for replacing parts. simplify.hipnc
-
Hi Tobias, would you be allowed to upload an example of the imported data?
-
-
Usually with a point grid and the Ray SOP. pin_art.hip
- 1 reply
-
- 1
-
-
Hi alxtop, beveling a quad patch after removing some polygons: Beveling a quad patch after cutting some polygons: gun.hipnc
-
Divide a surface into whole fractions individual for two axis.
konstantin magnus replied to bobbybob's topic in Modeling
Match size another grid to it if it's a rectangle. match_size_grid.hiplc -
UVcoords - UVxform - Shader
-
Create lines between 2 geos with the same point count and number
konstantin magnus replied to Rival Consoles's topic in General Houdini Questions
Hi Rival, here are some ways to connect copied points by their ID. Use the enumerate SOP to give each point an individual ID before copying. Non-VEX: Add SOP: Polygons > By group > By attribute: id H-Script + VEX: Grid set to rows: // HScript expressions for grid resolution nuniquevals('../copy1', D_POINT, 'id') nuniquevals('../copy1', D_PRIMITIVE, 'copynum') // point wrangle for connecting int index = vertexprimindex(0, i@vtxnum); int pt_crv = findattribval(1, 'point', 'id', i@primnum, index); v@P = point(1, 'P', pt_crv); VEX: // detail wrangle int num = nuniqueval(0, 'point', 'id'); for(int i = 0; i < num; i++){ int pts[] = {}; int count = findattribvalcount(0, 'point', 'id', i); for(int k = 0; k < count; k++){ int pt = findattribval(0, 'point', 'id', i, k); append(pts, pt); } int prim_crv = addprim(0, 'polyline', pts); setprimgroup(0, 'connect', prim_crv, 1, 'set'); } nuniqueval() returns how many IDs exist in total findattribvalcount() returns the number of points that share the same ID findattribval() returns the point number of each member with the same ID connect_ids.hiplc