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PixelNinja

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PixelNinja last won the day on March 30 2018

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About PixelNinja

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    Matt Tillman
  1. Vellum export alembic

    To export separate meshes as alembic you want to check "build heirarchy from attribute" on the alembic rop. It will separate each packed primitive into separate objects based on the path attribute.
  2. Redshift Substance Shader

    I haven't heard of that trick. I'll check it out though. Cheers. Allegorithmic has said they'll be updating the substance integration for Houdini so hopefully this won't even be necessary soon. It would be great to be able to properly load procedural sbsar files directly.
  3. Redshift Substance Shader

    I've made this to save time loading shaders from Substance Source, but should work for any substance material. Just select the parent folder of the texture you want. Figured some others might find it useful too. It has proper viewport handling of Base Colour, Roughness, Metallic, Normal, Emission and Displacement. Not 100% perfect, but pretty damn close. Hdalc for now. Tried to upload to orbolt but kept getting an error (Invalid node type name). Don't think it likes redshift nodes. If anyone has any experience with this let me know! MT_RSSubstance_1.0.hdalc
  4. OpenGL Tags for UV scale/offset

    Anyone know how to get uv tiling and offset to display in the viewport with opengl tags? I'm trying to build a shader asset to speed up my workflow. I've implemented the opengl tags to correctly display the diffuse, roughness, metallic and normals. However I just can't seem to get tiling and offsets to work. I apply the uv translate and uv scale tags (and set the uv layer number), but no effect.
  5. 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
  6. Since it's a foreach primitive there should only be one prim, so I would just use: prim(0, "attribute", 0)
  7. 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.
  8. 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
  9. 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.
  10. HDA | PolyExpandPlus

    Update: Fixed poly winding issues and promoted the fuse distance parameter mt_polyExpandPlus_1.1.hda
  11. 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
  12. 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.
  13. 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
  14. 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
  15. 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
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