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AntoineSfx last won the day on November 24 2019

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    Antoine L
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  1. 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 ?
  2. 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.
  3. 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 ?
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. distribute edges on circle

    This will merge two random adjacent primitives after each iteration. deleteEdges.hipnc
  9. distribute edges on circle

    Do you actually want / need this in VEX, or do you just want the end result (using just SOP)
  10. Removing Points on corners

    You have almost duplicate points in Add1 because of Facet1 (unique points) The bounding object in group1/ input2 is made of non connected and overlapping geometries. Each sphere is present twice, and it's causing problems in the algorithm they're using to test if a point is inside a bounding object or not. See https://en.wikipedia.org/wiki/Point_in_polygon for the reason why two overlapping spheres will cause points at their intersection being incorrectly seen as outside. The VDB From Poly is "solving" this by merging the two identical spheres together and makes the geometry nice and clean.
  11. Removing Points on corners

    I didn't find any references in the doc on the subject of how the attributes or group are handled during a resample. I know the attributes are linearly interpolated, but it's unclear how the groups are interpolated, whether in resample or subdivide. However, it can be emulated using a float attribute.. FWIW: the point groups are correctly interpolated in "Treat polygon As: Straight Edges" mode, and not in the two other ones (Subdivision, Interpolate)
  12. Removing Points on corners

    The spheres / bounding objects is not necessary anyway. Just group the corner points at a point in your workflow when you have just them, then group transfer said group to the refined geo. Then groupcombine to invert the group and you have the notcorners group..
  13. How to remesh to match the uv directions ?

    So I did it this way: I attributed swapped uv and P, removed the internal shared edges, then brickered the remaining polygon. After a uvsample to get the exact point coordinates, I restored P by swapping back P and uv I'm happy with the result, though I don't know how stable it is. uv.remesh.hipnc
  14. The uv have been generated by a UV Flatten. Now would like the geometry to look more like the checker from QuickShade. I can't think of anything obvious to achieve this.
  15. UV for a polyfill quadrilateral grid

    I have a curve that needs to be polyfilled using a quadrilateral grid, but I don't know the dimensions of the resulting grid. I'm using the uv on the resulting patch to copy some geometry on it, and I need to set the uv along the rows and columns. It is guaranteed to be a NxM grid, but I don't see a clean way to compute N and M from the geometrty. In my tests, if the dimensions are fixed or can be predicted, I was able to Match Topology the patch with a known grid which has the UV set the way I want; then I copy the UV with Attribute Copy. But in general, I can't find a way to do it. Any ideas ?