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About bobbybob

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  1. How is it possible to get the "number of points" of some object into a parameter of another note. If we have a curve with 100pts, and another curve that we wanna resample, using the same point count in the resample nodes "Segment" parameter, but they are in different streams.
  2. Hi Is it possible to create different configurations in packages, like setup_1 and setup_2 and somehow create a shortcut to Houdini with "flags" to choose, like it's possible to create different setups for different users or operating systems. My problem is that I run different render engines and other stuff that slow down Houdini at startup. I have a load time of about 40-50 sec. I don't need all that stuff when doing rnd, but doing rnd, Houdini crashes from time to time. It would be great to have a shortcut for RND (just some small assets and config) and one for loading everything. Using Windows 10
  3. Hi I have a star shaped object that I am trying to rig with KineFX. I am creating a skeleton/target, and then create control points from a remeshed version. I then use the target and control as an input for a curve solver, but the target and control is not matched correct. I guess it's maybe something to do with the point numbers?, but I am pretty lost... kinefx_question.hipnc
  4. Path deform - loop geo on curve

    Hi Is it possible to loop geometry (like a tube) on a closed curve (like a circle) When I use path deform the start and end of the tube continues in a "straight line", at the "end/start" of the guiding curve. I would like to create a "loop" where the tube continues it's deformation around and around. loop.hip
  5. Smooth curve based on curvature threshold

    Hi @Librarian thank you so much for the answer! I ended up with a ghetto solution relative to your answer I used a measure node, to get the "curvature -> to group -> expanding group -> blasting points -> smoothing" curve_example_ghetto_solution.hip
  6. Hi. I have a curve that has one sharp bend. I want to smooth/relax the bend, without smoothing the rest of the curve in a procedural way. Is it possible somehow to smooth the curve based on curvature. The two images show how the curve is now, and how I could like the sharp edge to look (correct) curve_example.hip
  7. Hi I have been playing around with this for an hour now, and I just don't know what is going on. I have a nurbs curve where I dissolve the lines, so I only have the points left. I then try to reconstruct the nurbs curve, but as you can see, the first and last point don't have the curve. All attributes are the same, I can't find any difference in the geometry spreadsheet. What am I missing? curve_example.hip
  8. Remove connected line

    I just found that I can use the "Remove inline points, Distance" to do this, but it would be nice to know why the lines are "connected" even if they are made unique with the facet sop, just to get a better understanding of how the geometry works
  9. Hi I have a polygon circle, arc type: Sliced arc. I'am trying to remove all the lines by the red markings (see image) so I only have the lines going from mid and out. I have tried to use a facet node, to create unique points, but when I blast the outer lines, the lines that goes from the center also get deleted.
  10. Count of edges connected to point

    Thanks @ThomasPara
  11. Hi everyone Is it possible to tell how many lines/edges a point is "attached" to?
  12. Hi When simulation cloth I often think that adding some thickness to the cloth looks much better then just rendering a flat plane. But what is best practices when adding thickness? To extrude the plane before simulating and adding load on the simulation, or adding it afterwards? I am asking this because I am having a hard time controlling uvs, intersections and adding bevel to the plane after its simulated, because it is in constant change...
  13. Is it possible to not "record" display flag changes when editing a take?
  14. How is it possible to have two (High viscosity) fluids interact with each other, without mixing. Not mixing in the dop's or mixing in the "Particle fluid surface". I am trying to arrive at a result that have the quality of this: See image