anicg

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1. Heightfield Erode on geometry/VDB

If you are trying to make a rock maybe this could help:
2. Heightfield Erode on geometry/VDB

If you treat it as part of a heightfield you can erode it, then get it out as a polygon (printscreen and hip file attached): eroded box.hiplc
3. How to place the UV island on top of each other?

Long road, long cable, a bridge, a long wall, fence... most environment assets that use the copy sop create a challenge for me when it comes to texturing and therefore UVs. To make sure I get the most of the 0 to 1 UV space, I want to have one UV island representing the original geometry that has been copied, and place the UV islands of the other copies on top of the original and on top of each other. Any idea how I can place the UV island on top of each other?

I draw a mask, but I need to be precise, I cover more than I need and I need to erase part of the mask, how do I erase just the extra part (turn the brush into eraser)?

Thank you.
6. group points based on formula

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
7. group points based on formula

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)?
8. select one face skip one, and so one

Great, I didn't even know split sop existed, definitely useful. Many thanks.
9. select one face skip one, and so one

How do I select one face (primitive) and skip one like in the picture?
10. select one face skip one, and so one

Many thanks this is what I need
11. convert vdb (to polygons) gives a huge number of polygons, how to get better geometry?

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?
12. convert vdb (to polygons) gives a huge number of polygons, how to get better geometry?

This sounds great, I just don't know how to do it. Any push in the right direction would be much appreciated.
13. How to populate the Source Max in Fit Range automatically using the maximum position in y axis

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.
14. How to populate the Source Max in Fit Range automatically using the maximum position in y axis

How to populate the Source Max in Fit Range automatically using the maximum position in y axis?
15. convert vdb (to polygons) gives a huge number of polygons, how to get better geometry?

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?
16. convert vdb (to polygons) gives a huge number of polygons, how to get better geometry?

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.
17. How to populate the Source Max in Fit Range automatically using the maximum position in y axis

This last part didn't work: error enable to evaluate expression
18. add some noise to cables/ropes?

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.
19. 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?
20. add some noise to cables/ropes?

For the VEX stuff, which node should I use and past it in? thanks (I'm new)
21. 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.
22. how to duplicate vertices / points?

how to duplicate vertices /points?
23. Display UV island in different colours

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.
24. 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.
25. UV Flatten BEFORE OR AFTER subdivide?

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?
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