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Everything posted by PixelNinja

  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

    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
  7. HDA | PolyExpandPlus

    Update: Fixed poly winding issues and promoted the fuse distance parameter mt_polyExpandPlus_1.1.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. Paint Cracking Method

    Hey all. I tend to read these sorts of forums a lot but never actually contribute anything, so I figured I should change that. Here's a somewhat lengthy write up of an approach to peeling paint off of a wall: http://www.pixelninja.design/paint-flakes-in-houdini/ I haven't been using Houdini long (only a couple of months) so there's probably much better ways of doing this. If so, let me know! Hopefully it's easy enough to follow along with. Blog/tutorial writing isn't something I generally do, so if you've got any feedback I'd love to hear it. Edit: added a hip file as per a request paintFlakes.hipnc
  10. 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
  11. 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
  12. C4D-Style Effector

    Just throwing this one out there. I keep seeing people looking for easy ways to control attributes, a lot of whom reference C4D's effectors. So I made one. It's come in handy a few times already so I thought I'd package it up nicely and upload it. Let me know if you find it useful, find some bugs, or have any questions MT_PlainEffector.hdalc
  13. 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.
  14. 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
  15. This has been driving me insane for the last half an hour so I thought I'd see if anyone here has any insights. I've made two near identical setups. One in a foreach subnet (working correctly) and on in a foreach block (not working correctly). I've attached a simplified setup to demonstrate the problem. I suspect it has something to do with the "merge each iteration" option. Which seems to work slightly differently on the blocks. It's like it's not feeding the results back into the next iteration correctly. Any ideas? There's no real reason that I can't use a subnet, I'm just intrigued as to why the results are so different. I'm sure it's just me doing something wrong. FOREACH_Loop_vs_Subnet_01.hiplc
  16. 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!
  17. 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?
  18. 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?
  19. Manhattan Voronoi Approximation

    Hi all. I made something a few weeks ago that I thought might be useful, so I somewhat tutorialised it here: http://www.pixelninja.design/manhattan-voronoi-approximation/ Basically it's a method of achieving something close to a Manhattan-distance voronoi diagram. I hope someone out there finds this useful If anyone knows of a better method, or a method of achieving an actual Manhattan voronoi I'd love to hear it! ManhattanApproximation_01.hiplc
  20. Manhattan Voronoi Approximation

    Well that's certainly much easier than my approach! haha. Cheers! I am a fan of the lazy way.
  21. Paint Cracking Method

    Thanks Yeah I'm sure you can tell that was the influence here. All of the gifs!
  22. Paint Cracking Method

    Looks like there were just a couple of little issues. The main one: In the solver accidentally connected input1 into the attribute transfer (the sphere is coming in from input2). Also, try setting your grid rows and columns to 2, that way the voronoi pieces are blank ngons, and the remesh can do its thing without distorting the mesh. Lastly (slightly less important), set the border group to points. It does work as a primitive group, but then the cracks can't be as fine. Let me know how you go With regards to @active not existing when you disable initBorders; when the attribute transfer does it's thing it will automatically create it on the mesh (if it doesn't exist) and initialise its value to the default (0). ap_paint_flakes_tut_edit.hiplc Oh, one other thing. If you keep having issues after that (mesh not displaying correctly, colour node not working), make a new scene view. I had to do that a couple of times with your file for some reason. Some things just seem to lock it up.
  23. Paint Cracking Method

    Thanks, I'm glad you liked it. I tend to agree, the pace of videos sometimes is quite slow, and it can be difficult to jump around and refer back to things.
  24. Paint Cracking Method

    Thanks Diego I'm finding that a lot of Unity concepts (and game engine stuff in general) is pretty transferable to Houdini, which helps a lot.
  25. Paint Cracking Method

    Thanks Matt