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Everything posted by anicg

  1. Lazy, but I wanted to get a lot of rocks. I fractured a box, this is the exploded view, how do I save the individual rocks as obj?
  2. First time I do UV mapping for a rock (was used to manual UV flatten for hard surface objects) This is a high (very high) poly rock (obviously not for games) I applied GameDev Auto UV, it has taken a bit more than 10 minutes and I got this: 1- How do I clean the apparently unnecessary seam cuts (in red)? 2- Does it look like a reasonable UV mapping for a rock? are there too many seams? it's meant to go to Substance Painter. 3- should I have applied the UV's when it was low poly? (I have 5 layers of noise, each time I want to add noise I subdivide first) At the end I added a close up on the mesh (822170 polygons)
  3. Thanks this has helped a lot: first polyreduce then auto uv. It's much better but I'm left with some areas with nasty stretching. How do I relax these in Houdini after the auto UV?
  4. How to manipulate or remove the background images in the network graph? With the + icon on the top right I can only add, one on top of the other.
  5. Is it possible in Houdini to export the terrain mesh in tiles?
  6. Thanks, excuse my ignorance, what do I change to get obj files (not bgeo)?
  7. I have a node graph that generates a geometry. tweaked a few parameters and created a few takes, each take is a version (different design) of the same geometry. I manually click to see each take on the take list. Now I want to use this geometry: A - inside Houdini, several times in the same scene but ask it to be take 1 here, and take 2 there, take 3 somewhere else... B - Outside Houdini: Export all the takes (each as a separate obj) without doing it manually one by one? Any idea how I can do A, and how I can do B?
  8. Thank you Here is a screenprint of the file (attached), which one works? 1. is your original python 2. it mentions he wants to get rid of it 3. only has a "file" are 2 and 3 related? I unbypassed the nodes, nothing happened Any idea how to make it work?
  9. If you are trying to make a rock maybe this could help:
  10. 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
  11. 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?
  12. 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)?
  13. 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
  14. 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)?
  15. select one face skip one, and so one

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

    Many thanks this is what I need
  18. 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?
  19. This sounds great, I just don't know how to do it. Any push in the right direction would be much appreciated.
  20. 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.
  21. How to populate the Source Max in Fit Range automatically using the maximum position in y axis?
  22. 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?
  23. 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.