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noc2

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About noc2

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    Ajlan Altug
  1. Thanx Konstantin. I kind of suspected that (as a newbie of course) what I was after called for a scripted operation. The foreach loop, by nature, seems to bear within itself a recursive type of operation where the prim count increases with each division operation thus leading to the loop doing its execution on the next prim it produces. Thank you again for you reply, highly appreciated. cheers; AJ
  2. I've already achieved this using vex, but I'm at odds as to how to go about accomplishing the task through this route, hope that makes sense (kinda)
  3. Hi; I'm trying to cut a plane into n number of pieces using a knife sop. I'm using a foreach loop for this, but since I want the divisions to be made consecutively rather than recursively (I want the single prim to be divided into n parts equally instead of recursive division like one into the next), I kept the plane and the knife sop out of the loop. From the outset, I seem to be getting what I want but the resulting geometry ends up having 11 overlapping prims where there should be 4 prims instead at 4 iterations. I must be doing something wrong, but can't quite figure out what. Could you please help out? Thanx and cheers; AJ
  4. Thanx so much your replies, morn66 and Atom. Now I get the picture. What I was intending to do was to displace the certain points on a piece of geometry according to a predetermined per point height attribute, and now I know that it is literally "height" But now, I'm having trouble trying to figure out how I can keep the displacement centered around the undisplaced point positions :-/ Attribute blur just doesn't help at all. The height attribute was created on the points in a corners group created automatically by a previous polybevel sop. You can see in the attached image that the displacement always goes above the median when "center Noise" is not checked or inside when checked. How can I tell Houdini to have the displacement take place along the median point positions? Do I need to dive inside the vop net and fiddle with the vop nodes? Thank you
  5. Hi there; I'm kind of confused with the way mountain SOP works. As I've read on some of the topics here on this forum, the mountain SOP doesn't recognize (at least as of version 16) point attributes and that's what I'm trying to get it to do essentially. I've also read here that the VOP network that the SOP is comprised of, due to its very construction, recognizes point attributes with a prefix of "parm_" instead of their raw names. No matter what I've tried so far, I haven't been able to pass a point attribute to control say, the "height" attribute or "gain" attribute with an expression like: point(0, @ptnum, "attrib", 0) Any help would be wildly appreciated Cheers; AJ
  6. Thanx so much Albert and Tomas. I got the gist Cheers and thanx again; AJ
  7. Hi; I'm having a wee bit of a problem trying to get Houdini to detect internal edges so as to dissolve them with a dissolve sop later on. I can have Hou to pseudo-detect these edges through halfedges, but just can't translate it into a viable edge selection to dissolve them. Any help would be wildly appreciated Thanx and Cheers; AJ
  8. Subdivision Sop Producing bad results

    Ah, woe is me! So sorry to have causes a ruckus out of nothing guys. A modeler colleague of mine just reminded me today, that when it comes to inner corners on a geometry that has such a 90 degree angled stepping form, the bridging corner edges between adjacent loops need to be beveled as well and showed me that this is universal. Was so tired yesterday and couldn't see straight, hence why I couldn't see it I guess. Again thanx for all the replies and my apologies AJ
  9. Subdivision Sop Producing bad results

    Thanx Noobini, but the model really calls for all corners to be beveled But thanx all the same...
  10. Subdivision Sop Producing bad results

    Hi Noobini; Yup, I tried that as well to see what it would do, to no avail I'm afraid. The result is no where near what should be. This is really quite a shame for Sidefx who really get everything else quite right in Houdini.
  11. Subdivision Sop Producing bad results

    Ok, from what I found just now, I can remedy the problem (if one can call it that) by creasing the end edge loops of two adjacent bevel strips and their binding edge rings. But this needs to be done manually and is no where near the procedural nature of Houdini
  12. Hi; This has been really bugging me for a while. I have a simple low poly object with beveled edges, with a round bevel and with no vertex splits so as to have the bevel yield quads. Now, when I subdivide this using the subdivide sop, I get terrible artifacts on the inner corners as opposed to the other corners. This, I'm never used to seeing in any other platform that supports subdivision surfaces. I know that the subdivide sop only subdivides and that Houdini does not have a "True" subdivision surfaces support, But I at least shouldn't be getting this I've literally tried every subdivision algorithm and nothing helped. This is the default the sop gives when laid down, which is Open-Subdiv Catmull Clark. Is there a workround to remedy this result (pls. see the attached images below) Cheers; AJ
  13. I can't believe that escaped me and most importantly, what was I thinking by God Thanx so much Menoz.
  14. Hi; I've run into a strange problem. I'm trying to get the dot-product of vectors between a geo's points and it's neighboring points 0 and 1. In the screen-shot you can see my vex code. I checked and double-checked and the code seems quite ok to me, yet the dot-product I'm getting is completely off although the edge directions are all straight. The direction vectors between the points and their neighbors look way off. I really don't know why this is happening, any help would be greatly appreciated. Cheers; AJ CORNERS_DOTP.hip
  15. Hi; I have a small vex snippet like below: vector P1 = point(0, "P", 0); vector P2 = point(0, "P", npoints(0)-1); int btmSide1 = addpoint(geoself(), set(P1.x, P1.y-1, P1.z)); setdetailattrib(0, "btmSide", btmSide1, "append"); int btmSide2 = addpoint(geoself(), set(P2.x, P2.y-1, P2.z)); setdetailattrib(0, "btmSide", btmSide2, "append"); The btmSide1 and 2 variables return ID's of the points created and I'm placing those points one by one into an integer array named "btmSide". I want to be able to do this in a for loop but got stuck with names How can I denote the enumerator beside the name "btmSide" and have it recognized as an integer? Thanx so much for the help in advance Cheers; AJ
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