Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About bbentley81

  • Rank

Personal Information

  • Name
  • Location
    Hong Kong
  1. UV to mesh with matching prim area

    YAAAASSSS!! Thank you so much. This worked perfectly!! I've attached the working file for those few who are interested. matchAreaSqrt.hipnc
  2. Hello, I am working on a marvelous designer to Houdini pipeline and I have hit a snag that I am hoping someone could help me with. I am trying to take the draped model and flatten it to the uvs that come out of MD. This part I have working with a point wrangle with "@P = @uv;" The part I am having trouble with is matching the area. I have tried: 1. make a measure sop set to area on both the draped and flatted model 2. promote the area attribute to detail using sum to get the area for the entilre model 3 get a scale factor by drapeArea/uvArea 4. use this in a point wrangle to scale the @P by the scale factor. float currScale = detail(0, "area", 0); float targetScale = detail(1, "area",0); float scaleFactor = targetScale/currScale; @P *= scaleFactor/1000; This, however, is not working. I am not sure if it is a problem with my math or my logic. If anyone can shed some light on this I would be greatly appreciative. I have attached an example hipnc file for reference. Cheers, B matchArea.hipnc
  3. How to emit dop objects?

    YES!!!! Thank you so much. This is exactly what I was looking for!!
  4. Hair Shader Tips

    This looks like a good start to me. How did you get the braid to work? I've been looking for how to do that in Houdini for some time now. I also find it is hard to judge how "real" something looks out of context. Maybey a test on a model head would give better feedback on what direction to push the look. I know it's not a technical answer, but I think it's a good place to start. Great work!
  5. How to emit dop objects?

    This is great! I love that site. It is like the unofficial bible for getting a deeper understanding of Houdini. I have done a little more digging into this and it seems that each type of DOP object needs to be treated differently. Which in hind site make sense. Currently, I am looking at the Grain solver, specifically the solid grain object. I know I can make copies of the solid object in dops by putting an expression in the creation frame I think. What I am stuck on is, How do I make copies of the geometry that the grains should deform and then deform them with the pointDeform sop? And again I am going back to that great bacon stacking sim they showed when they first added grains to the toolset. it can be seen here: at 00:37 So many questions!!! Thanks again. Cheers, B
  6. Greetings all, I am trying to figure out how to emit dynamic objects like particles. An example would be if I wanted to do a shell casing simulation, or something like in "Cloudy with a Chance of Meatballs" when bead (fem or grain solid object) could be emitted from a plane in the sky. I think this is what they are doing in the bacon example in the grains masterclass, but that file is not provided in the course materials. I have been toying with dops for a bit but I don't even know where to start with this. Would I use a multi solver? Any help would be appreciated. Cheers, B
  7. Hello, I am diving into the hair and fur system in Houdini 16.5. It is really amazing how intuitive the new system is. I have some questions; 1. I want to be able to change the bending stiffness along the length of the guide curve. Is there a default way to do this or will I have to unlock the "animate guides" node and add a ramp on the @kangular attribute or something to do this? I assume the u value of each curve is being generated somehow because of the color display. 2. I did a test sim with very few guides just to test the workflow. Before I rendered the hair I did a file cache of the generated hair so it is reading from the disc and not calculating from the simulated guides. Is this the correct workflow. 3. In my render, I am seeing some of my generated hair popping back and forth. Is this because I used so few guide curves? 4. I am looking for a way to make curled guides. There is a great article in 3D world issue 218 were the artists makes an HDA that will spiral around an arbitrary curve but he doesn't go into detail about how it works. I would love to build something like this myself but I am not sure where to start. Any pointers or resources would be awesome. Thank you in advance for the help. Cheers, Bryan Bentley
  8. Constraints for FEM objects

    Greetings, I am working on a project was I need to have fem objects stick to a collision object 0_O. I am a little lost on how to accomplish this. There is a great section dynamics constraints with wires here http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#wire_solver_and_dynamic_constraint_networks_.28sticky_wires.29 But I am not sure if there is an equivalent for FEM. Any help would be greatly appreciated. Cheers, Bryan Bentley
  9. Greetings, I am rather new to chops in Houdini and I am absolutely baffled by them. I was hoping some of you kind souls could lend a hand. Questions; 1. What is the difference in usage of the "fetch" and "channel" nodes? They both seem to pull parameter data from other parts of the scene. When would you use one over the other? 2. How does one just take single channel from a chopnet and drive a parameter? I have used the motion effects menu and you get this strange "Overridden by /obj/geo1/motionfx/disable_export1 twist2:strength" which seems very non-Houdini like. It feels like it is hiding something. 3. How does one use the chop expression? There is not much documentation on this, like what are the arguments you need to feed it, and what does it return. Furthermore, in the docs, it has been replaced by hou.chopnode but I cannot find use for that in the context of the larger system either. Possibly the export chop? I am sure there are reasons for all these things, and I am still rather new to Houdini so any help would be greatly appreciated Cheers, B
  10. Joining Two Geoms with a Round/Fillet?

    this is great and with the new VDB support I think this could be really efficient. The only Drawback is the kind of strange topology that is the result of this operation. I did manage to use a cookie, extrude, and bevel to get a nice machined look out of your example file. Thanks a bunch
  11. Polygon to VDB issues

    Wow, Thanks for all the info. Very very useful. I didn't know about the holes limitation. That did the trick. As soon as I added a polycap everything fell into place. Thanks again, B
  12. What are the major gatchas with using the VDB from Polygon sop. I attempted to turn a stone arch into a vdb so I could dent it up a cut the surface, and then return it to a high poly node. When I viualize the sop I just see a bunch of grayscale dots. I am think there is something up with my geom b/c if I just use a box it works just fine. I used to do this with the iso surface node but I heard the VDB has better performance. Any one have any tips they can give me for working with this. Thanks in advance! Cheers, B
  13. Greetings, Most of my experience with the program is with fracturing geometry, so I have never really had to deal with something like this. Basically I am trying to find a way to smoothly joint two pieces of geometry with a round/fillet. for example I have a wing geometry I want to join into the main hull of an airplane. Worst case scenario would be something like joining a tube into a sphere. I am trying this with nurbs now but I am not sure this is the best idea. I Have tried using the "surfsect" node but It is giving poppy and unstable results. If this is the way to go I am probably not setting my parameters correctly. Is there any way to do this either polys or nurbs? Cheers, Bryan Bentley
  14. Greetings, I am having a small problem with Houdini trying to write temporary images to the disk when I try to export a flipbook. I am getting an error that say the destination either cannot be found or is not writable. The destination is valid but I don't this Houdini can write to it. is there a way to A: Give Houdini permissions to write to this location or B: Tell Houdini to write temp files to a different location Thanks, B
  15. Greetings, in Houdini 15, when collapsing nodes into a subnet, when I try to edit the parameters interface I keep getting a Segmentation fault crash. I am on version 244.16. here is what Houdini is giving me. 6892: Fatal error: Segmentation fault Saving application data to C:/Users/BRYANB~1/AppData/Local/Temp/crash.basicGear.201.r02.Bryan_Bentley_6892.hip I have attached the problem file. Thanks for the help. Cheers, B basicGear.201.r02.hip