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AntoineSfx last won the day on November 24 2019

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    Antoine L
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  1. Curve SOP and relative coordinates

    This is fixed in Houdini 18.0.460 (basically next daily build) "The Curve SOP will now handle multiple relative references in a sensible fashion."
  2. in Attribute Wrangle2, set Run Over to Points, because at this point, your're supposed to have packed primitives, so you're going to manipulate the primitives as if they were points.
  3. Curve SOP and relative coordinates

    I think the workaround is to file a bug report and wait for the fix... Which I'm doing right now.
  4. Curve SOP and relative coordinates

    Here is the relevant portion of the documentation: Coordinates Normally you will use this operator in the viewer and simply click to indicate coordinates; however, if you need to you can also use a space-separated list of coordinates in this field to specify points. Coordinates can be specified in the following formats: x,y,z Absolute 3D coordinates, with a default weight of 1. x,y,z,w Absolute 3D coordinates and weighting factor. @x,y,z 3D coordinates relative to the previous point in the list. My coordinate list: 0,0,0 -1,1,0 @2,0,0 @-1,-1,0 2,-2,0 @0,-1,0 @-2,0,0 Can someone confirm that it's not working as expected when two relative coordinates are used in a row ? It looks like the algorithm is ignoring the @ sign in the previous coordinates when computing a relative coordinate, which is kind of ironic.
  5. planar polyextrude for polygons

    Somehow I wasn't aware we could already polyextrude edges.. It looks like it's numerically unstable though, slightly changing values upstream sometimes has a large impact one the result though. Thanks.
  6. planar polyextrude for polygons

    Starting from the large rectangle, how may I achieve the same result ? In this case, I started with a box, and used polyextrude and transform extruded front / scale in Y so that it remains planar, and kept the top face How can I do this directly in 2d ?
  7. Hi there Any suggestions on how I could create a globe which would allow me to move countries on the surface of the Earth ? I was thinking of something like 1/ import country borders as polygons in some representation 2/ create one sphere per country 3/ merge the whole thing then somehow I would need a manipulator that would find the country under the mouse pointer and allow me to drag it on the Earth Thoughts ?
  8. 3D to 2D(UV) and back to 3D

    can't you just flatten the geometry before converting it back from "flat" (pseudo uv) to P, storing the elevation of the points which are no longer in the plane in an attribute, and move the points away from the surface along @N multiplied by that elevation attribute and some correction factor (because of changes in scale..) once you' re back in 3d space ?
  9. Primitive counter on a parameter interface?

    Add an integer parameter at Object level in your geometry, then use an expression that points to the quantity you want to display Example npoints("pack1/") pack1 being the name of a node in your geometry network In your network, you can use connectivity (primitives) and attribute promote (primitive -> detail (max) ) to compute the number of objects for example you can refer to said quantity with detail("attribpromote1/","class",0)+1 Click on the label once at object level to have the text box display the value instead of the formula.
  10. How can I more or less realistically move a 4 wheeled vehicle, in particular a bus, along a path ? Example of what I'm trying to avoid at 0:57 (the rear wheels on the bus are moving sideways) Do I have to implement some of the elements of a car steering and simulate it somehow, or could I achieve a good enough result by computing the path of another point on the vehicle starting from the path I'm trying to follow ?
  11. how to Clone edges on primitive ?

    you could, but you would have a hole (the 18/9/26 triangle), and possibly problems downstream (for example, if you subdivide the geo later) Even if the hole if zero area, the geometry will be dirty. You will have problems at rendering because there is a discontinuity between the normals on either side of the " edge " (just two edges which happen to be at the same place) Primitives are made of vertices, and those vertices are shared, which makes the geometry connected.
  12. Similar select

    Can you provide a screen cap of what it looks like in Maya, especially the topology of the source and target ? Or.. emulate it manually in Houdini (i.e draw the groups by hand) and provide a hip file.
  13. Connecting 2 set of points one by one

    It depends on whether the pairing information exists or not. In your case, it's trivial because each point should be connected to another point which point number is equal to @ptnum+27 Use: Add SOP / Polygons / By Group / Skip Every Nth point / set N to 27 If the pairing information is gone, then it's more work. It would be something like sorting each set of points with respect to their angle (see atan2) relative the centroid, then find the pairing shift (see sort / Point sort / shift) which will minimize the overall edge length.
  14. distribute edges on circle

    I'd love to see a robust solution to " a random edge selection".. I think I've seen that before with a conversion to line primitives with ConvertLines / Facet unique points, then a random selection among those primitives, and transfer back that subset as an edge group to the original geo, but I can't find a way to do this.
  15. distribute edges on circle

    This will merge two random adjacent primitives after each iteration. deleteEdges.hipnc