Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


Fenolis last won the day on March 4 2022

Fenolis had the most liked content!

About Fenolis

  • Birthday 09/10/1994

Personal Information

  • Name
  • Location

Recent Profile Visitors

2,809 profile views

Fenolis's Achievements


Rookie (2/14)

  • Dedicated Rare
  • First Post Rare
  • Collaborator Rare
  • Week One Done Rare
  • One Month Later Rare

Recent Badges



  1. All your left/right lines should be consecutive primnum pairs, is that not what you wanted?
  2. Your prim/point order is messy because Sweep does not always make the correct assumption for orientation. Force it to use correct vectors using Orientation along Curve (or PolyFrame with Tangent set to N and create up attribute) and it should work.
  3. Set the "transform2" node's rotationY to -90, and in "polyframe1" set Entity to Points, Style to First Edge, and change the N from Bitangent Name to Tangent Name.
  4. when using string values in HScript expressions, make sure you are using the string version of the channel calls: points(), prims(), details() etc. the "s" matters in these cases.
  5. Labs has an "edgegroup_to_curve" SOP you can use to extract edge groups. Alternatively, check out the Dissolve and Convert Line SOPs.
  6. The up-vector was ambiguous (you need 2 vectors to define an orientation) which caused this result. Creating an additional "up" point vector attribute on the points, set to {0,1,0} will fix the rotation.
  7. This is describing a different workflow. You use "Copy Reference" when you want to do things with Houdini Engine, like setting unreal_material or unreal_instance attribute string values. To make use of StaticMesh UAsset files in Houdini without the UAsset garbage, right click on the StaticMesh assets in Content Browser, then go to Asset Actions > Export and export as a 3D format like FBX, which you can then import into Houdini.
  8. Take a look at the Attribute Randomize SOP, if you haven't already.
  9. In the Scripts tab of your second HDA, at the bottom left there is an Event Handler field. Select On Created and it will produce a script module. Paste this code and save. When you create the colour_Two HDA, the colour_one HDA will be created and connected automatically. (HDA naming should be kept consistent, e.g. colour_Two, colour_one <-- mind the capitalization!) Python documentation for the methods I used can be found here. hou.pwd() is shorthand. kwargs is a dictionary, I'm accessing the "node" item. # Get context node = hou.pwd() # Get the newly created node (self), use kwargs self = kwargs['node'] # Create input node c1_node = node.createNode("colour_one") # Connect input node self.setInput(0, c1_node) # Layout c1_node.moveToGoodPosition()
  10. Use Heightfield Blur node to make mask gradient towards center, then Heightfield Scatter
  11. @Mazl for single lined "if" statements, curly brackets are not necessary.
  12. You can use the OnCreated script in the first HDA to create and link the second node.
  13. For each connected piece of geometry, use Straight Skeleton 3D (from Labs)
  • Create New...