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Everything posted by AntoineSfx

  1. The letter B in the default font on my system (Lato Bold) won't play nice with Hole SOP. I need the top loop for B to be correctly Hole'd. What is the root cause of that problem ? You can see on the picture that there is some z fighting occuring I have some text that I want to render, and I can't babysit font and hole so that each letter is correctly modeled.
  2. Intersection analysis with closed curves

    Thanks, that makes sense.
  3. I want to find the intersections between in a set of closed polygons. Error message if confusing and unhelpful: Can you tell me what this means, and how to find the intersections between closed polygons ?
  4. Intersection analysis with closed curves

    I can't get intersection analysys to work with two triangulated meshes. It kinda works if input1 is an open curve and input2 si triangulated, but then I have intersection with the interior triangles, which is not what I wanted. I'm looking for a curve / curve intersection anyway. Boolean Seam also doesn't really give me the result. The intersection points are there, but they are part of the intersection surface between the two polygons. The closest I have to a solution is this: circle1: polygon / open arc circle2: polygon / open arc then, input those to intersection analysis.
  5. Intersection stitch example

    I don't understand what problem this SOP is solving. Can someone show me a basic use case for this one ?
  6. How can I do this: Say I have n non overlapping primitives, and I want to try to scale up the ones that can, i.e without intersecting other ones. The idea is: For each primitive if the larger version doesnt intersect the other ones, then scale it ... The trick is " the other ones" is both the already processed ones, and the ones to be processed, excluding current one. Problem I'm trying to solve: I have a set of primitives, and I want to expand them a little so they become closer together. I can't find the right combination of merge / feedback / fetch feedback / using a for-loop.
  7. drop node on wire

    I would like to drop the sort node on the wire going out from connectivity5, so that sort1 captures the left output of c5. Graph would be: c5 -> sort1 -> {left node, right node} I have a feeling it used to be the default behavior. How do I do that ?
  8. drop node on wire

    Thanks for confiming that I didn't made that up.. I wasn't totally sure TBH... This is the kind of behavior that you don't really notice until it's gone. So I did read the documentation for the current version, and here are a few other ways: 1/ right click on an output, and insert a new node: it will be wired to all the node previously connected to that output. 2/ alt click to create a dot, then gather the wires by moving the dot. It will create a wire upstream from the dot where you can drop a node with the expected connectivity.
  9. drop node on wire

    I would like to drop the sort node on the wire going out from connectivity5, so that sort1 captures the left output of c5. Graph would be: c5 -> sort1 -> {left node, right node} I have a feeling it used to be the default behavior. How do I do that ?
  10. How can I transform the pieces back so that both the orientation and the location is correct ? The problem I'm trying to solve is this one: I have one geometry in an assembled state, and the same geometry in palletized state (same connected pieces, at different locations with a different orientation, packed together with uvlayout). I'm trying to animate from one state to another, with some control on what path each connected piece is following, and the way the orientation is interpolated. pallet.hipnc
  11. Any idea how I could vizualize the angle between planar primitives ? It seems pretty straightforward to me, something like copy sliced circle arcs to the midpoints of the shared edges, and get the orientation right. Essentially an edge attribute.
  12. How can I do something like a decal ? I want to have a texture applied once, around a point in P or uv space. I was thinking of something like scratches on a sphere, I'm not sure where to begin
  13. How to dynamic remove loop line?

    Polyreduce with Continue Reducing within Quality Tolerance and a low value for Tolerance, and [x] Preserve Quads. It will find large quads that approximate your geo, but it's not guaranteed that it will always delete those edges. It's doing the expected result on this kind of geo because by construction, there are large quads because of the extrusion. You can force edges in the output with the Hard Edges list though, depending on your workflow.
  14. If you can build a grid SOP that contains the three points, then you can use that geo with primitive snapping (second magnet, in the left toolbar using the default layout) Here is a way to build such a grid: create a new geo, import (object merge) the geo containing the three points in blast / , use delete non selected to keep the three points only. Use Add SOP, Polygons / By group / Closed [x] to make one triangle Create a 2 rows by 2 cols grid, then Align SOP that grid with the triangle. This will be your construction "plane" (more like a construction geometry) (Optional) Subdivide that grid to make it more practical The grid is ready to be used for primitive snapping. The good thing is that it is done in SOP. You are limited only by what you're able to do at SOP or even object level. Also, primitive snapping can use the template geometry to do the snapping. So if you branch out of your geo where you have your 3 points, you can do your stuff there in the same SOP context, and flag the geometry (your grid or something else) as template, and it will be used as construction plane.
  15. Is it possible, using Guide Groom / Simulate / Hair generate, to have the guides and the hair collide with static objects ? Right now, I have the skin colliding with objects ; the guides are generated on that geometry, but they don't collide with the geometry. So in practice, the hair is just following the skin, but not colliding with anything.
  16. How does align SOP work ?

    I keep on reading the doc and looking at the examples, but I don't understand this: "Aligns a group of primitives to each other or to an auxiliary input." The schematics is confusing to me, and so is documentation. What does it mean "align a primitive to [another] " ? Can someone provide an example of a non aligned group of primitives, and an aligned group of primitives ?
  17. Fully procedural, destruction ready building.

    Technically an advertisement though.
  18. Procedural OBJ splitting

    I learned so much from this one: (timestamp to jump to the for each block). I had to watch that part several times, especially the spare parameters which are so useful if not absolutely mandatory. Spare inputs at the 0:51:50 mark
  19. At some point, I have two branches, containing the same geometry, except that each connected piece on one branch has been rotated somehow in space. Basically it boils down to this: one geo , and a topologically identical, rotated version of the same geo. How do I compute the invert transform ? It's not like I can store the transform at the same time it's applied. It's done in uvlayout (on P) to pack the geometry on a grid, and it doesn't offer the option to store that information
  20. Split an object using points and normals

    So I've found a much simpler solution Copy grids on the polygon so that they' re oriented normal to the polygon, then use that geometry to boolean shatter the object.
  21. I'm trying to split the frame of the table top into several parts. As you can see on the reference image, each point of the internal polygon extends to the outer curve; these lines indicate is where I want to have the cuts. I tried various approaches, like transferring a point attribute from the polygon to the curve, and use that information to split the curve (primitive split), but it's hard to control where the split will occur. I need to somehow find the point (which may not exist) on the curve which intersects the ray starting from the inner polygon, in the direction of the local normal. For clarification purpose, I've included a picture of one piece that I've cut by hand table.hipnc
  22. Align object with a transformed version of itself

    Do you know if there is a list somewhere of friend SOP ? I mean SOPs that have clearly been designed to work with each other ? I' m using a similar setup all the time: Bound (with oriented bounding box ON + store xform attribute) with a match size (restore xform) downstream
  23. How do I make sure my hip file is self contained ? For example, how to embed a jpeg file that is referenced in a shader ? (using Houdini apprentice)
  24. Can you point me to a recent movie (live action or animated) with a complex growth or destruction effect on moving (deforming) objects -- most like humans / animals ? When I say complex, I mean something more complex than an attribute transfer from a growing source.
  25. Sweep orientation issues

    Can you provide a hip file ?