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Posts posted by anicg

  1. When I copy ( a circle) to points on another circle, and the number of divisions is high (e.g. 50), I get the impression the orientation works fine.

    But in reality, the shape is twisted. So when I reduce the number of divisions to say 5, I end up with an obvious twist.

    I used the cross product of the position with the up vector for orientation.

    I need the shape not to twist, any idea?



  2. 1 hour ago, mald said:

    Hi anicg

    If you start with all the objects at the origin then you need to move the sphere centre in Y direction using the expression  bbox("../box1", D_YMAX) + ch(rady). This moves the sphere on top of the box.

    Then for the torus you need to move the torus centre in Y direction using  bbox("../sphere1", D_YMAX) + ch(rady).  This moves the torus on top of the sphere.

    Thereafter, you can alter the y parameter of the sphere and torus and they will stay on top of each other.



    Thanks, I get an error for the ch(rady): it says 
    Bad parameter reference: "rady" in parameter /obj/geo1/transform1/t. 


  3. It's quite a beginner question: how do I use bounding box information to let the sphere come exactly on top of the box, and the torus on top of both, in a way that when the size changes they all stay on top of each other. Thanks


  4. I have 20*2, each 2 are (2 sides of the same plane, copied 20times) are supposed to show up in a rectangle. The first 9 seem to do it well, the other 11 (2nd row) are getting too cozy and want to share the rectangles with each other.

    Am I doing something wrong?

    Udim tiles.JPG

  5. The erosion node is the last on the network graph and every time I reopen the file everything starts recalculating. I've already frozen the erosion node on the frame I want, but I would like to store the result of the node on disc and reload it to continue from there.

    Any idea which node to use to cache the erosion? (up till now the terrain is a volume, not yet converted to polygons.

  6. I have an individual object that I need to copy to get a long shape that I will bend to make it circular.

    After the bend the external side is stretched and the internal is squeezed.

    Would you make the UVs at the individual object level? or for the full circle of multiple objects?

  7. Is there a way I can get the colour from the Heightfield Quickshade into a cop2net. I've tried sop import but it only cares about the heightfield planes (height, sediment, debris...), but I need the colour.

    The real objective is to get that quickshade result out of Houdini. I couldn't do it with a heightfield output, so I thought I should try via the cop2net. But first how to get it into the cop2net?

    colour to cop2net.JPG