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Rival Consoles

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Everything posted by Rival Consoles

  1. Convert curve to mesh overlapping mesh

    Hello fellas, I have been trying to create a simple shape using the curve sop and then the intention is to convert to mesh, extrude it and use the ray sop. However, once I convert the curve to mesh, some of the polys on the new mesh overlap each other. I have been trying so many ways to solve this but so far I haven't succeeded. Attached are the images showing what i'm seeing here. Any help is much appreciated. Thanks!
  2. 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
  3. Keeping displacement using rest pos

    Hello all, I have a simple question after trying hard and also looking into the web and SFX help cards with no success... I have a simple quad mesh with unshared edges, then I connect that to a rest sop, pipe that into a bend sop for deformation and connect that to an attribute vop where I use an anti-alias noise to create displacement on the model. After the part is bent and with displacement applied, I would like to have it back to its original shape before the bend but keeping the displacement intact. I'm doing that as a way to have more control over the noise transformation. Tried using a wrangle sop with @P = @rest; but "duh" enough.... the part comes back to the rest position and the displacement is gone. If I try that same procedure with Cd instead of displacement, it works. Does anyone knows how to get the mesh back to its original shape after the deformation and displacement were applied to it? @mestela mentioned this in his amazing cgwiki page, something like this: Measure deformation Can measure the distance between @P and rest with a wrangle like @d = distance(@P, @rest); And use that to colour the surface, or enable a displacement map to drive wrinkles, or push points along their normal to do hacky squash and stretch. However, I don't have a clue on how to keep the displacement after the deformation and back to its original shape. Any help is greatly appreciated.
  4. 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.
  5. Convert curve to mesh overlapping mesh

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

    Cool, thank you. However, yes. Once I apply a subdivision sop they get jagged.
  7. Convert curve to mesh overlapping mesh

    Hi @Librarian, thanks for that. I tried that as well but i get jagged edges on the side polys when I extrude the mesh. The nice thing about converting curves to meshes is that it gives a nice and clean quad topology. I guess a possible solution would be through editing the curves first, creating V crvs and then U crvs separately and then go from there. I'm trying to understand why is this happening in such a simple curve shape and what would be a solution to have clean quads out of it. Modelling by hand would be very simple but still, i imagine that Houdini can handle that. Cheers!
  8. Convert curve to mesh overlapping mesh

    Thanks for sharing the idea, @anim. I forgot to mention one thing, I'm trying to keep the mesh as quads instead of triangles. I imagine that the V columns are not following the U segments. I still don't understand the logic behind this issue.
  9. Hi all, I have been researching for this for days and so far haven't found a solution for this question. Maybe someone with more knowledge can point to the right direction. So, I have converted a 3D geo to a 2D version of it using the UV as reference through "@P = @UV". So far, so good. Now I need to perform some simple modeling procedures on the 2D geo like individual face extrusion, bevel etc and then bring the geo back to the original 3D version but with the modifications added. Would someone know how to bring the modified 2D mesh to its 3D format but keeping the mods performed while it was in 2D? Any suggestions would be appreciated. Thanks.
  10. 3D to 2D(UV) and back to 3D

    Hey kleer001, thank you for the suggestion. I'll try your approach and see how it goes.
  11. Hello peeps, I'm trying to do something relatively simple and I think this was asked before but so far I couldn't find the right answer or the right video with that info, so far. Somewhat easy question.... I have a custom point attribute created with a value @Cd from an "attribute from map" node placed up in the stream and I want to use this custom attribute to control a parameter, in this case "scale.y" of a geo copied on points. I remember watching one of Jeff Wagner's class sometime ago where he talks about attributes, attribute transfer and using attribute as parameter and on the ladder, he calls a custom attribute on a parameter by typing the custom attribute name in the parameter field, something like "@customattrib > 0.3" or something similar to this. Curiously, I remember thinking that that trick was neat because he didn't use the famous point() or detail() expressions in the parameter field to call the custom attribute inside the parameter. Very efficient way to use custom attributes...That said, does anyone knows the video where he talks about this or knows that correct syntax to call the custom attribute in the parameter field without using the point or detail expressions? Any help is greatly appreciated.
  12. Audio channel to controll motion from MotionFX.

    Hello all, This topic is exactly what i'm working on this week. I have a simple basic question about this, once the CHOP node system is complete, how can I "connect" the network result to the offset channel or whatever parameter in other nodes? Is it through something like writing this snippet (../CHOP/test) on the parameter line? Any help would be appreciated. Thanks.
  13. UVs to polys from VDB showing distorted seams

    I found a solution, the voxel size is the answer.
  14. Hello, I'm trying to figure out this thing about UVs and polygons from vdb in Houdini and so far so good except for the new and nasty UV seams that are created after the transfer is done through attribute from volume. Maybe someone can shed a light on this, it would be much appreciated. So, i created a simple scene with the pig head, converted it to vdb (from polygons) and then back to polygons. My intention is to transfer the UVs from the original head to the converted polygons from vdb, just for studying purposes. I used the attribute from volume node and it worked almost great, the UVs are transferred nicely but with nasty distorted seams. Even though the UV seams get lost in the vdb conversion, the approximation performed by the attribute from volume node is quite good but i cannot imagine a solution to solve the distortion on the seams, at least through this approach. The attached images show the comparison between the original UVs and the transferred UVs to the converted polys from vdb. Any idea about how to clean the erratic distortion on the seams? Or, is it even possible to do such thing? Thanks.
  15. Droid_v1

    Hi all, Here is a quick doodle in Houdini + Redshift + DAZ. Any comments are welcome. Cheers.
  16. Cannot see second HD inside Houdini

    Hey @lukeiamyourfather , thanks for your answer. I figured out what happened and it was easier than i thought. So in Linux, the secondary/external hard drive is mounted under the "Devices" and "Media" folder structures. The "Media" one is the catch. Inside Houdini, i just had to point the project file structure to "Root(/)/Home/Media/UserName" and there it is. The HD shows as it should. Cheers
  17. Hello, I just installed Linux Kubuntu18.04 and so far, everything is going well in Houdini. However, all my 3D files are on a secondary internal hard drive and i can't see it inside Houdini. In Linux, i can see it normally in the "Devices" section. How can i make the second HD visible inside Houdini? Thanks.
  18. Ubuntu 18.04 LTS "Bionic Beaver"

    Last weekend, i installed Kubuntu18.04, Houdini 16.5.496 and Redshift 2.6.11 and everything is working fine so far. Even though, the ALT+LMB function in Houdini like rotating the viewport while changing camera position with gizmo on doesn't quite work. That is because the ALT+LMB key combo is used globally by the OS to move app windows anywhere you want without having to click on the top bar first, which is cool and it is not. Other than that, i also noticed that once i have Houdini and Redshift running on the background and start jumping around apps like firefox, dolphin, calculator etc. the system freezes. Not all the time but it happens once in a while. After 2 days of research, a posslble reason for this OS behaviour could be the fact that if there is only one GPU card installed in the machine, which is my case, the card gets overloaded with CUDA calculations (Redshift) and OpenGL renderization of Houdini viewport and OS environment. This type of situation has been observed across OSs, not only Linux. So the recommendation to solve this problem is to install at least 2 GPU cards in the machine if the intention is to use GPU renderers. Lucky you Mantra users. My system config is: i7 8700K (4.6ghz OC) 64gb RAM 1 250gb SSD / 1 1TB SATA nVidia GTX1080ti Kubuntu 18.04 and Win10 I also had an issue while licensing Redshift in Kubuntu18.04 due to a library package that didn't come with the OS (libpng12). Without this license, the Redshift licensing tool doesn't work. It took me a good day of cursing to figure out how to solve the problem, download the library manually from the Ubuntu website and then install it in Linux. Hope this info helps. Good luck explorers.
  19. Which Nvidia driver are people running?

    I'm on Kubuntu18.04, GTX1080ti running nvidia-driver-390
  20. Hi, I have a simple question but after hours researching i couldn't find an answer yet..... i'm trying to create a voronoi curved surface but after trying this approach: voronoi fracture/blast-inside group/divide-remove shared edges i get the voronoi cells on the curved surface but each cell is disconnected. I also tried tweaking the "fuse" setting in the voronoi sop to connect all the cells and add a fuse sop in the end but for some reason the cells vertex never get fused. Does someone knows how to create a voronoi curved surface without those straight edges from the original geo? I'm attaching some images as references to i i'm looking for as the end result. Any help is appreciated. Cheers
  21. How to create voronoi curved surface (no inside group)

    Yea it does work! Your group expression solution is neat. Nothing like some quick coding. Thanks!
  22. How to create voronoi curved surface (no inside group)

    Yea, that is a solid solution! Thanks man. One question, how come the inset in the poly extrude sop doesn't work?
  23. How to create voronoi curved surface (no inside group)

    Thanks for pointing it out. I saw some stuff that Junichiro has posted, he's offering great tutorials for the community. On his voronoi tutorial, he points exactly how to use code to clean the edge points and create new polys, exactly what i was curious about. My approach to this problem was creating a new poly from scratch with no divisions, scatter points to it, connect to the voronoi fracture, use fuse sop with increased distance and then connect to ray sop. It works but there is definitely some extra work to do with complex shapes. Junichiro's approach is much more bullet prooff
  24. How to create voronoi curved surface (no inside group)

    Hey Noobini, Thanks for your reply. So, the intention for the project is not creating any rigid body simulation or anything exploding... i only need to create a surface with the voronoi cells that are clean and connected so i can later manipulate the cells adding poly extrude, for loop etc.... Checking your file, i see that you fused all the cells as i already tried but there are still vertices along the cells edges making them not usable for later manipulation. I haven't tried using the exploded view sop because i want the inverse of exploding the cells which is connected cells, no need for it... I wonder why the voronoi fracture sop automatically disconnects the cells, maybe because the sidefx folks thought about it only for sims? Keeping the original edges from the previous geometry state is great for sims but would be interesting having some options within the sop to remove original edges and connect the cells. I'm sure that there are ways to implement this through VEX but i'm not fully versed in VEX yet. I hope that in the future versions of Houdini, SideFX can take a look at the voronoi fracture sop and add some more options to it. Cheers
  25. How to create voronoi curved surface (no inside group)

    Hi Alejandro, Thanks for your input. For this project, i have to create a geometry instead of renders only. I'm trying to extract the voronoi cells from the original mesh edges, as they are mixed in the result and then fuse the vertices of the isolated voronoise cells. I haven't reached that result yet. When i turn on the vertex display, i can see that the voronoi fracture sop creates vertices along the cells edges and i suspect that those are the reason why i cannot fuse them. Ant steps towards the goal.... Thanks!