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About rygo6

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  1. Houdini not exporting geometry to FBX?

    Wow this works. Thank you. I'm looking at this innards of this and am just baffled. How does this thing work? Is there some tutorial or article that would go through some of anything related to whats going in this that would let me better understand? Also, would it be possible to get this to export the meshes to have the same name as the original group, and also the material that was applied to them?
  2. Split curve input to seperate meshes

    Is there a way to get it to then export that to FBX so that the different wall segments get imported as different meshes?
  3. Split curve input to seperate meshes

    Trying to figure this out too...
  4. Houdini not exporting geometry to FBX?

    So I got to revive this old topic, took a bit of a break from my Houdini learning, but just renewed my indie license so back on it. Your suggestion of the filmbox node worked. Thank you. However, I had my geometry node generating multiple separate meshes inside of it. I wanted this to be exported as separate meshes into FBX. Not as separate files, just separate meshes in the same file. Is that possible? I believe inside my geometry node I am separating them by creating different polygon groups.
  5. So I have made a thing in Houdini, I want to export it to FBX and pull that geometry into Unity. Problem is that not all the geometry is getting written out the FBX file. Could someone tell me why all the geometry I see in the Houdini view is not getting exported to the FBX file? TrackGenerator.hiplc
  6. Thank you I got that working with attribute wrangle Out of curiosity how would you make this work with the delete node?
  7. I have an object with a bunch of primitive values on it of varying amounts, 0 to 1. I want to delete all the faces which have a value greater than .5 How do I do that?
  8. Thank you very much that was all extremely useful.
  9. I am trying to accomplish something similar to this tutorial: https://www.youtube.com/watch?v=ejWtQnZJHdk I have a grid which I am extruding with polyextrude, but I want the extrusion of the grid to be controlled by a curve. So then I can draw a curve over the top of the grid and the extrusion will not get past where the curve is. This is so that I can essentially 'carve' a line through the extruded cubes. I have this partially working, which I did so by copy stamping a sphere along the curve and then using the transfer attributes node. I attached an image of the scene I have to better explain. The problem with this though is that the resulting value of the attribute is arbitrary it seems. It does not represent the actual distance of the surface from the curve. So the extrusions do not end up touching the curve perfectly. How do I make an attribute that represents the exact distance between a given point on the surface and the nearest point on the curve?
  10. Split curve into X segments.

    Hello, if by chance you are still around. I have encountered another I didn't notice before. Using this setup the beginning and end of the track has a gap. It seems that the tangents on the point where the track closes are not in alignment. Is there a way to fix that?
  11. Split curve into X segments.

    Ok attached is my file. I am only trying to get the 'Sweep1' node working properly, I will copy the correct fixes to the other sweeps. By properly I mean, have the PolyFrame node to what it does do close the gaps between sweep sections, and also have the sweep oriented up towards the reference curve. I was trying to read more about the 'Attributes from Path' section of sweep but am not quite following it. On your example you put '* ^P ^N' I presume the ^N takes the info from the PolyFrame node with N in the tangent name. But I don't understand where P is coming from, nor what ^ signifies, nor what * signifies. So I could not decipher how to get the up normal of the reference curve mixed into that. Is there anywhere that describes these things in more detail? The info page on the sweep node doesn't have much info. Track2.hiplc
  12. Split curve into X segments.

    Thank you thats working. It introduced one problem though. On my sweep I had a curve attached to the reference slot of the sweep sop to control the up orientation of my sweep. Using your described technique seems to override this, it now ignores the reference curve for up orientation. Is there someway I can get that mixed into it?
  13. Split curve into X segments.

    I have a new problem. There are now small gaps in between my sweeps due to the curve being separate. See this image: How would I fix that? I am thinking somehow I need to add one more vertex before and after each cut in the curve so that the sweep is aligned.
  14. Split curve into X segments.

    Oh wow just create groups on sweep. Thank you, I had the gnarliest concoction going with a foreach loop....
  15. Split curve into X segments.

    I need more help now. I am now sweeping this curve. It produces separated meshes. But, I need each of those separate meshes to be in a separate group. How would you do that? They need to be in separate groups because I am ultimately trying to get these to load into Unity as separate meshes. Putting them in separate groups is how you do that.