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Rival Consoles

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    Rival Consoles

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  1. Hi, Some years ago I remember using a feature in Houdini where I could package all assets used in a scene like imported objs, jpgs etc. Those files were placed in a folder altogether which made it super easy to transfer files between DCCs. Unfortunately, I'm not finding any material that explains how to use that feature. The only thing I remember was that that feature was located on the top bar, maybe under the assets or windows tab. Does anyone have any idea or info about this? Any help or info is appreciated.
  2. Hi there, I'm studying Houdini for some time and at this point i'm trying to create something with a little more complexity than the usual. This time, I have a pattern applied to a spherical cage and would like to add a distortion similar to the "liquify" filter from photoshop. I've been experimenting with attribute vop but so far I couldn't get to the aesthetic that I'm looking for. That said, is there a way or how to achieve a liquify effect on geo within Houdini? I'm attaching an image of the sphere that I created and the liquify effect that I'm looking for. Any suggestions would be appreciated.
  3. Hi @animatrix and @konstantin magnus, That is exactly what I was trying to achieve. Thank you for sharing the code snippets, much appreciated!
  4. Hi @konstantin magnus, That definition is amazing!! Thank you for sharing the knowledge, much appreciated. Cheers
  5. Another solution, without attributes, would be create a group for each point (4 group nodes) and a group for each object then use copy to points for each point. Specify the source and target groups for each point, there you have it. tamagochy's approach is quicker and less nodes though thus faster computing.
  6. Hi there, I'm studying VEX and at the moment I'm trying to create polylines lines between 2 spheres, one sphere is the copy transform of the first and scaled down. After dissecting the problem, I have the possible steps in my head but cannot quite transfer it to VEX yet. I'm thinking, gather the point numbers from the first input (0) of the Attribute Wrangle and store on a variable. Do the same with the point numbers from the second input of the Attribute Wrangle node (1). I'm not sure if an array is needed in here as I'm still learning VEX. Then for each point number, create a line between the point number from the first input to the respective point number from the second input as the @ptnum attribute serves as pointid. For this to happen, both geos have to have the same topology and or point number and I'm my case I got that already. I'm attaching a reference image for the scene i'm working on. That said, how can one create lines between 2 geos with the exact same topology and point number? Ideally, the lines would start from the same point number on the first geo and end on the same point number on the second geo? I've found some implementations on the internet using the nearpoints function but this approach wouldn't connect the exact same points between the two geos. I'm attaching an image as reference to illustrate what I'm talking about. Damn, VEX is no joke Any thoughts would be appreciated.
  7. Hi @animatrix, Thank you for sharing some thoughts on this. After checking the post that you sent and the content, the solution from Jeff Lait seems to be very interesting. In my case, I wouldn't need to transfer the attributes to the new faces and because of that it wasn't quite clear if the definition from Jeff was using the attributes to create the faces or just to transfer them. I guess he used attribute interpolate to transfer it between faces so I guess the attributes created in the attribute wrangle was necessary for the new faces to be created. I figured out another way to get the splitting faces (or connected edges at the center of each voronoi cell), similar to the one you shared, by creating the voronoi cells using points from a remeshed geo. By doing that, each voronoi edge was split at the center by the remeshed geo edges and the remesh edges intersect at the center of each voronoi cell. Then I can just dissolve the voronoi cells edges or the remeshed edges and that way I can isolate what edge network I want to work with. It worked pretty well and without much coding. However, I'm still curious to know if there is a way to create faces, perhaps using a loop, within a cloud of points by connecting neighbor points. I found a remesh implementation some time ago that brushes on this subject. It has to do with curvature measurement, distance from points and edge creation based on curvature direction + edge length. It is quite cool but involved. I'll keep trying. Cheers
  8. Hi, I'm trying to solve an interesting task in Houdini while I learn more about VEX and just ran into a situation where I'm not finding an answer anywhere. So, I created a voronoi sphere and then added center points on each "piece" (face) of the voronoi cells. What i'm trying to do next is to create new primitives using each center point created on the previous step. I figured out how to do that by manually adding each vertex in the code using the addvertex function but it would be a time consuming task and it would kill the procedural process. Also, I noticed that as I start creating each face by entering the center point numbers on the code, some point numbers get shuffled resulting in a wrong face sequence and winding. Attached are some images showing what I got resolved so far. That said, how can I create new primitives using the voronoi center points? I tried sorting the point order and then creating a primid that could later be used in the add sop to create new prims but because there was no primitive connecting the new center points, the resulting primid was -1. Just for reference, I tried using this code and it resulted in the negative primid: int ptorder[] = primpoints(0, @ptnum); i@sort = find(ptorder, @ptnum); i@primid = @primnum I see that there are potential functions that could help in this case like nearpoints but i'm not sure how to sort the points correctly so each primitive could be created correctly or if it even helps. Any thoughts on this would be appreciated.
  9. Very trippy. Maybe in the next 2 decades or so (without AI) we'll see something more plausible.
  10. Hi @animatrix, Thanks for the heads up. I thought about that, create another group node, select the opposite faces and then combine both groups. When trying to keep things streamlined, that wouldn't be ideal but for now it works. I asked because I was trying to understand if there is any hscript or vex expression that I could use to select all prims facing the negative and positive directions by writing them in one direction parameter inside the group node. Well, I guess i'll wait then. Cheers
  11. Hi, I have a not so complex question that I couldn't figure out yet. I have a poly mesh box and I want to add the primitives facing the positive and negative X direction to a group using "keep by normals". I would like to add the prims to the group using -1 and 1 in the X parameter so ideally I would have the primitives on both sides of the box selected. I tried typing in the X direction parameter the value: -1 && 1 Thinking it would work but no... I tried searching HScripts and expressions but couldn't find anything yet. What i'm getting is shown in the attached img. How could one select 2 different directions in the same parameter of 'keep by normals' inside the group sop? Any thoughts on this are appreciated.
  12. Hi Konstantin, Thanks for chiming in on the idea. I'm still trying to get the look i'm going for and your file gave me some ideas for other things that are not quite related to this which is great. Nothing like studying Houdini through hip files. I'll keep trying. Cheers
  13. Hey @konstantin magnus, great solution for the contour lines. Thanks for sharing! I'm studying this exact subject and arrived at a similar place but through a different process. However, I have a question regarding this idea of extracting contour edges/lines from meshes and how to create faces from the contour lines. So this is what I tried...On a high-res mesh box, I add a mountain sop and then I use a copy and transform sop connected to the initial box decreasing its scale and creating copies in a way that all copied and transformed boxes "cover" and slice the box with the mountain noise. After that, I use a boolean sop set to "seams" and the result I get is the contour lines. However, I'm struggling to find a way to create faces from those contour edges. My goal is to create a topographical terrain or a model where the contour lines are actually extruded steps. I understand how to achieve the extruded steps terrain on a 2D mesh using a boolean sop but on a 3D mesh is a different story. Attached are images showing where I landed with my exercise and the reference showing what I'm trying to achieve. The reference is in 2D but I would like to achieve the same effect on a 3D mesh. Would you have any recommendation on how to create a 3D model with the same aesthetic as the reference image or possible routes I could try? I tried extruding the initial box inwards to cover all lines and then connect a boolean sop set to subtract but no success. I wonder if the open lines are messing things up. I also tried poly fill and cap sops as a last resort but nothing. Any help is greatly appreciated. ContourLines.hip
  14. Hey @Librarian, those ideas are super cool! Thank you for sharing, definitely helps understanding possible routes for this effect. Cheers
  15. OK, I was able to make the animated extrusion on the Y axis happen for each face within the zscale area but now the minimum value also gets animated. I mean the whole grid including the faces outside the zscale attribute area. Any tips on how to keep the lower extrusion values out of the animation? Updated file is attached. Random_Y_Extrusion_1.hip
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