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Everything posted by anicg

  1. Actually I need to use transform with selected points, whether I need to group them before or not, I don;t know. But the formula is taking from a "copy parameter" being the total number of points (divisions in a circle), I need to group (total/2)+1 and (total/2)-1 and do the same for just total/2 Example: circle divisions = 24, I need to transform number 11 and 13 being (24/2) +1 and (24/2)-1 Another transform for point number 12: 24/2 So if I change my mind and want 36 points, Houdini should take care of it, I don't need to hardcode the point numbers - 17 and 19 - 18 Do
  2. Many thanks, works like a charm. It took me a while to figure out what each part it means. The only bit I'm still trying to understand is why do we have a 0 in the first line npoints(0)?
  3. select one face skip one, and so one

    Great, I didn't even know split sop existed, definitely useful. Many thanks.
  4. How do I select one face (primitive) and skip one like in the picture?
  5. select one face skip one, and so one

    Many thanks this is what I need
  6. having the shape I wannt in vdb, I convert to polygons but end up with a massive half a million polygons for a small object that is supposed to be repeated several times in the scene. That's huge. I use polyreduce but it looks messy with very big and very small triangles. Do you have an idea of how to better deal with stuff converted from vdb?
  7. This sounds great, I just don't know how to do it. Any push in the right direction would be much appreciated.
  8. Thanks. I've removed them, there is no more error. BUT it's giving value 0 (when I click on the parameter to check what's the value), and I know it's not 0 it's supposed to be 39 as per the geometry spreadsheet.
  9. How to populate the Source Max in Fit Range automatically using the maximum position in y axis?
  10. I've used instant mesh and I still need to get to keep th ewhole geometry. Probably using the source code is mush better. But back to the polyreduce, Do you think I should even care how good it looks in wireframe? I mean other than the wireframe looks ugly is there another impact? for dynamics/fx (destruction, collision...)? is it just the looks?
  11. thanks the adaptability helps a bit I can go up to 0.05 with acceptable damage to the mesh bringin the total count down from 500K to 100K.
  12. This last part didn't work: error enable to evaluate expression
  13. I have cables(see image and network) and I'd like to add a bit realism/noise instead of each following a straight line, the cable is meant to be very long.
  14. UVs for a long cable?

    1. How would you go about the UVs for a very long cable? 2. How do I make the UV for a small section and duplicate it over and over again on itself?
  15. add some noise to cables/ropes?

    For the VEX stuff, which node should I use and past it in? thanks (I'm new)
  16. add some noise to cables/ropes?

    many thanks, it works great, it took me a while to figure out what's going on in the attributevop stuff, but it works. Thanks.
  17. how to duplicate vertices /points?
  18. How do I display the UV island in different colours AFTER having finished all the UV work: UV flatten, UV Layout and UV Quickshade. I'm texturing and I notice nasty stretching in Substance Painter, I need to go back to the UVs view in Houdini to identify which island is causing the problem.
  19. Display UV island in different colours

    Thank you. Quite surprising though that this very basic thing is left to the user to worry about and rebuild. There should be tickbox (UV islands in colours, orsomehting like that) on the UV Layout sop, or even in the UV viewport just like the UV distortion and Soft fall off.
  20. I understood from a tutorial that UV Flatten comes before polybevel and subdivide. It kind of keeps the UVs. But I noticed when I switched on the "UV distortion" in the viewport that when I add the subdivide after the UV flatten, there are distortions in the edges. Do you use UV flatten before or after subdivide and polybevel?
  21. Thanks, I've seen all the master classes a few times. I understand how H17 erosion works for rocky terrains (as is shown in the master class). I'm looking for a specific look on dunes (sandy look) that was possible with the noise parameter in H16, without it my dunes look like hard rocks.
  22. I need to add noise in erosion, it used to be in Houdini 16 but I can't find it in Houdini 17? Where is the parameter for noise?
  23. Tried to export a heightfield of a terrain in greyscale using cop2net and sop import but I get individual elements (height, water, debris, sediment...). 1. How do I get the full terrain out of it? 2. How do I even get these individual elements out? You've guessed it, I'm new to Houdini.
  24. It's meant to be straight forward, for some reason I've no clue why the bend skill I had in Maya didn't help at all in Houdini. Why is it shockingly straight forward in Maya? There is a bend node in Houdini, once I place it, there is too much going on in the viewport, look at that (attachments). A whole folklore of gizmo tools, Where is one supposed to start? It's as innocent a box as it can be, I can't bend it! Anyone knows how to use it could explain how to bend a dead simple (stretched) box, starting with a blank scene. I'm not looking to see what it does, I know it bends, but where to start? For now I try very hard (often fail miserably) to place the object in the position the folkloric bend gyzmo wants, I can't move the gizmo, don't know how?
  25. As the question is formulated, this is not an A vs B. I have Houdini and it's the heart of everything 3D in the pipeline, but I have worked a bit with Realflow much earlier (when I used to work with Maya) and I wonder if it's worth it to add RealFlow to the pipeline or you think Houdini has everything for fluid simulations. I haven't yet worked with Houdini oceans and fluid simulations, planned soon, but I'd like to know whether I should use the discount period for adding "game changer" applications to the pipeline. I know what I can do with RealFlow, but I do not know how much of that can be done with Houdini. I need small as well as large scale simulations, not just oceans, also playing with fluids (swirling around pillar and other stuff) Why would you add RealFlow to your pipeline if you already have Houdini?