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Rival Consoles

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    Rival Consoles
  1. Extracting Isosurface as Curves

    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
  2. Extracting Isosurface as Curves

    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
  3. Random Y extrusion on individual faces (elements)

    Hey @Librarian, those ideas are super cool! Thank you for sharing, definitely helps understanding possible routes for this effect. Cheers
  4. Random Y extrusion on individual faces (elements)

    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
  5. Hi there, I'm going through a somewhat simple exercise in Houdini where I'm using a primitive, sphere in this case, to control the extrusion of a grid through the zscale attribute. However, after achieving the extrusion effect I would like to animate each extruded face randomly in the Y axis. Kinda slow up and down animation on each extruded face. I thought about using the for-each number loop sop but I'm having a hard time achieving the "animated random extrusion in Y effect on each face". How could I go about this in Houdini? I also tried using the primitive vop sop to add a noise to the zscale attribute but by doing that the extrusion becomes exponential and the faces get extruded to the infinite once the animation is running. My idea is to have the faces moving up and down within the area where the faces are extruded. I'm attaching an image of where I have landed so far and also the file. Any help would be greatly appreciated! Random_Y_Extrusion.hip
  6. 3D to 2D(UV) and back to 3D

    @kleer001 Thank you so much for your input, using the point deform worked fine! However, I noticed that bringing a model with UVs from other 3D packages to Houdini, when I convert the 3D model to 2D based on the UV the 2D version is converted to a very small 2D model. lf I create the UV in Houdini, the 2D model size gets a little closer to the 3D size. On the other hand, if I use any of the Houdini test geos with UVs the conversion from 3D to 2D is perfect and the sizes on both models (3D and 2D) match perfectly. Is there a way to make sure that the UV island matches the 3D model size in Houdini. I.e.: If the 3D model with UV has 30cm in length how to make sure that its UV is also 30cm in length? Any help is greatly appreciated. @Masoud thanks for the heads up. I watched that video and it is great. @AntoineSfx I see your point, that could be another route I guess. Thanks for sharing your thoughts.
  7. Using attributes as parameter

    OK, so here is the file that illustrates what I'm talking about regarding the "Inset" parameter being blocked by small polys in the model. Actually, I just discovered that by unchecking the "Use Common Limit" option in the poly extrude sop, the "Inset" works pretty much the same (aesthetically speaking) as the thickness ramp value which is what I'm looking for. Anyways, attached is the file showing the "Inset" parameter with a value of 50 and still a minimal amount of inset created on the polys as I mentioned. That is due to the small polys in the model that are blocking the inset for the bigger polys but I guess I just found a workaround inset_by_attribute_3.hip
  8. Using attributes as parameter

    Once again, thanks for the file! So, I tend to use thickness ramp for insetting because when I'm working with more organic poly models sometimes the "Inset" ends up braking the polygons due to its area or it doesn't give enough insetting due to the "Limit Insetting" option or the "Use Common Limit" option. I'll try to create an example where I use the color to drive insetting and yet by driving it through the "Inset" parameter becomes a little limiting due to smaller area polygons on a model that has small and larger polygon areas. When that is the case, the smaller polygons prevents the bigger polygons to get a lot of insetting. The result is usually a nice inset in small polygons but not enough inset on bigger polygons. I was aware about turning on the inset scale control and add the attribute there but in the case that I described above it doesn't work that well. Still, thank you for explaining.
  9. Using attributes as parameter

    @toadstorm Thank you for sending the file. I'm looking for something that is almost like that but with a little more control. I'm using a second model to drive the insetting by transferring colors from an object to another object. I used your file to show what i'm looking for. Essentially, I painted the sphere black, created another object with a curve and painted it white and then transferred the colors from the object to the sphere which is working. However, I find controlling the insetting through the Ramp Thickness value much more stable than through the regular "Inset" parameter. That said, I'm curious to know if it is possible to use the transferred color attribute in the "Value"parameter inside the Thickness Ramp section within the poly extrude sop to control the insetting. Attached is the file. inset_by_attribute_1.hip
  10. Using attributes as parameter

    Hey @vtrvtr, Thanks for the heads up. I tried using the "point(/..)" expression inside the parameter and it doesn't really do what I was expecting. In this case i'm using a color attribute called @grad applied to the whole model to drive an inset in certain regions using the poly extrude sop (ideally adding the color attribute in "Thickness Ramp" section, inside the "Value" parameter) but with the "point()" expression I can only access attributes from 1 point. What would be the procedure to have the inset only in white areas using the poly extrude/thickness ramp control, for instance and leave the black areas untouched?
  11. Controlling thickness ramp with attribute

    Hi there, I'm trying to control the inset on polygons using an attribute (@Cd) but so far I haven't found a way to use the @Cd attribute inside the "Thickness Ramp"/"Value" which control the inset amount. For inset tasks I usually use the "Thickness" section inside the poly extrude sop, more specifically the "Value" parameter. I created a @Cd attribute called "insetreg" and plugged that to a poly extrude sop. I want to use the @insetreg in the "Value" parameter within the "Thickness Ramp" controller in the poly extrude sop. However, when I type the attribute @insetreg inside the "Value" parameter within the "Thickness Ramp" section the inset goes to the max value automatically. Even if I change the color that is driving the @insetreg nothing brings the inset amount down. That said, how does one go about using attributes to control parameters within a ramp (float) controller or any other types of parameters? Any help would be greatly appreciated. Thanks
  12. Keeping displacement using rest pos

    Hey Aizatulin, Thanks for sharing some thoughts on this. I just found a solution, instead of creating the displacement on the first vop I created a noise Cd value and bind exported it. Then I pipe the Wrangle sop using @P =@rest; After that I use the @Cd attribute to create a displacement in a new wrangle sop. Voi La, it is working perfectly. Thanks for chiming in! Cheers
  13. Convert curve to mesh overlapping mesh

    Hi @konstantin magnus thank you for sharing your thoughts on this. It seems that the bevel sop fixes those jagged corners, as you showed. Glad to have learned something new today.
  14. Convert curve to mesh overlapping mesh

    @Librarian Thanks so much!! It looks solid. Cheers
  15. Convert curve to mesh overlapping mesh

    Cool, thank you. However, yes. Once I apply a subdivision sop they get jagged.
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