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PixelNinja

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PixelNinja last won the day on March 30

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About PixelNinja

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    Matt Tillman
  1. area difference

    Interesting. I haven't actually checked that out, but according to this they should be the same. https://qiita.com/AokTky_dori/items/de2007716a6a19f26668
  2. Since it's a foreach primitive there should only be one prim, so I would just use: prim(0, "attribute", 0)
  3. Maybe try converting the packed prims into bounding box geometry, then Boolean against the collision geometry in detect mode. That will give you groups/attrs on each box that intersects the geo.
  4. Meshing Lidar Data on the Farm

    You could try taking a look at meshlab. There's a houdini sop built to integrate it here: https://github.com/teared/meshlab-in-houdini/blob/master/README.md
  5. Read values from variables in spreadsheet

    Do you mean vex variables? No, the geometry spreadsheet will only display attributes (as far as I'm aware). I usually just create temporary attributes if I need to check variables as I go.
  6. HDA | PolyExpandPlus

    Update: Fixed poly winding issues and promoted the fuse distance parameter mt_polyExpandPlus_1.1.hda
  7. HDA | PolyExpandPlus

    Houdini tool that expands on the functionality of polyexpand2d. Allows you to create detailed bevel profiles from polylines with clean, non-intersecting topology. I built it while trying to create a procedural gothic tracery system. I liked the topology created by polyexpand2d, but the divisions parameter and edgedist attribute just wouldn't let me get detailed enough bevel profiles. It would be great if sidefx could wrap something like this up into the polyexpand2d node itself as a third output option (eg. offset curves | offset surfaces | bevelled). I hope someone finds it useful mt_polyExpandPlus_1.0.hda
  8. Paint Cracking Method

    Hi, I'm glad you found something that worked. Yeah I can't remember if I was using self collisions or not. In general though I have found the cloth solver in houdini to be incredibly slow. I still find myself jumping to ncloth in Maya most of the time. There's so much less control but at least I can get a decent sim out quickly.
  9. Circles between two curves

    Now with circles It's not 100% exact but it's as close as I could get. crv_spheres_02.hiplc
  10. Circles between two curves

    I had a quick go. If you calculate the orientation correctly then you should be able to instance circles instead of spheres. If I get a chance I'll have a look at that tonight. crv_spheres_01.hiplc
  11. Unify Inward/Outward Primitive Normals

    Well, here's the raycasting method. It works perfectly, on enclosed (or at least mostly enclosed) poly shells. It won't fix individual faces with incorrect winding though, only whole shells. FixNormals_01.hiplc
  12. Before I go ahead and try an overcomplicated approach using raycasting I thought I'd check to see if anyone here has a simple solution to this problem. I have a model from maya, that has had many sections mirrored, thus creating sections with primitive normals facing inward rather than outward. Is there a simple method of making all normals face outward? All of the poly shells are enclosed as well, so no open surfaces to worry about.
  13. Ah I'm an idiot. It was the "fetch feedback"! For some reason I thought you meant the "Gather Method" on the end block, not the "Method" on the begin block. Sorry, I must have skimmed your response too quickly. Thanks for that!
  14. That's weird. "Reset cached pass" did nothing. I changed the expression back to: `rint(rand(detail("../foreach_begin1_metadata1/","iteration",0))*npoints(0))` and set the foreach to "fetch feedback". I'm on version 16.0.557. Which version are you on?
  15. Ah, that stamp was a holdover from copying stuff around. It's meant to be a detail() function. The "fetch feedback" also doesn't work for me. I still get basically the same result. What result were you getting?
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