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About rygo6

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  1. 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
  2. Thank you I got that working with attribute wrangle Out of curiosity how would you make this work with the delete node?
  3. 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?
  4. Thank you very much that was all extremely useful.
  5. 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?
  6. 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?
  7. 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
  8. 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?
  9. 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.
  10. Split curve into X segments.

    Oh wow just create groups on sweep. Thank you, I had the gnarliest concoction going with a foreach loop....
  11. 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.
  12. Split curve into X segments.

    Beautiful, thank you.
  13. I have a curve, I want to split this curve into a multitude of seperate segments, that have no gaps. Ideally by specifying the number of points allowed in each segment. Essentially the 'Add' node with the 'Group of N Points' value specified, but that produces gaps between each new segment, I need it without gaps. How do I do this?
  14. I am a Senior Unity Developer. 5 years proffesional experience. Here is my resume: http://ryangoodrich.info I am seeking someone to teach me Houdini. In exchange I will teach you Unity. I am very experienced with 3D applications, I am fluent in 3DS Max, Maya, Modo, Zbrush and Sketchup. So I am not starting from scratch in 3D. Conversely, you should not be completely amateur to programming. I will give you general programming lessons if you want but, ideally I can teach you more advanced things. I am thinking basically we would do maybe 3 or so sessions. One or two hours each. You tell me what you want to make in Unity, then we screen share and I step you through it and share all my tricks and habits. I then tell you what I want to do in Houdini, and you step me through it in screen share, sharing all the tricks and habits, filling in my knowledge. What I want to create is procedural track generator for Houdini Engine in Unity. If you can help me with that with with 1 on 1 mentorship, and want 1 on 1 unity mentorship in return, please contact me. I would of course be expecting you to have comparable credential in Houdini. At least a few years professional experience and reasonable portfolio.
  15. Thank you for the response. But that doesn't quite solve my issue. Both of the 'Sweep' nodes still exist under the single parent 'Object' node, resulting in one mesh/one object. I need this to end up as two separate 'Object' nodes. What I am creating here is a race track generator for Houdini Engine in Unity. One rib curve is the visible track, the other rib curve is the collision mesh. This is why they must come out as separate Object nodes. It seems there is no other way to get Houdini Engine to output two different objects. Or is there another way to accomplish this?