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About nibbla

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  1. Grouping nearby points with VEX

    That's great! Thank you for all the replies. Flcc: I guess a prerequisite for this solution is having curves of equal length and points, right? Gorrod: I didn't know you could use expandpointgroup(0, ""); to get all of the points. That's a nice trick!
  2. I asked this question over at the Houdini forum, but to no avail. I'm trying to group nearby points together using VEX in a point wrangle. This is what I've got at the moment: float dist = ch("dist"); int nearPoints[] = int[](array()); string groupName = concat(“group_”, itoa(i@i)); if(point(0, "grouped", @ptnum) == 0) { nearPoints = nearpoints(0, point(0, "P", @ptnum), dist); foreach(int point; nearPoints) { if(point(0, "grouped", point) == 0) { setpointgroup(0, groupName, point, 1, "set"); setpointattrib(0, "grouped", point, 1, "set"); } } i@i++; } But there is only one group being created containing all of the points. File is attached. Group points with Vex.hipnc
  3. I just solved it. All I had to do was to put the iteration number in the group output of the copy to point SOP!
  4. Hello! I've got a series of duplicated objects that I copy to some points, and need each output object in its own separate group. I've experimented with having the copy to point node in a foreach loop and then nest another foreach loop where I rename the groups from the copy to point node inside that one. Example file attached. All help is greatly appreciated!!! Best, Nibbla copy to point separate groups.hipnc
  5. That is awesome! Thanks! I didn't know you could hook the metadata to the Mirror SOP, what does that do?
  6. Hi! I'm inputting a few groups into a "Foreach named primitive"-loop via the Name SOP, now I want each iteration of the loop to output as a group as well... But how to manage this? I want the old box0 group to be called boxmirrored0 after the loop, box1 to be boxmirror1 and so on (while being also mirrored), so I need to be able to put an attribute in the group name or something, like this -> Example file is attached. All help is greatly appreciated!!! Best, Albin group output foreach.hipnc
  7. Rendering volume noise

    That did the trick! Thanks!
  8. Noise Visualization Strangeness

    That's cool, I didn't know that! Thanks!
  9. Hi! I'm trying to visualize a Unified Noise with some particles. However when I do, the particles just go in one direction. If I, for example, plug in an Anti Aliased Noise of the same type (Perlin) instead it seems to work (see image below for comparison). What am I doing wrong? File attached. Noise Visualization.hipnc Best, Nibbla
  10. Rendering volume noise

    Hi Midasssilver! Thanks you for looking into it. However, I still get a solid, opaque box when I try to render it. This is a (low-res) screenshot from the render view:
  11. Hello! I'm trying to render a 3D noise as a volume fog but all I get is a completely opaque, solid, white box and no definition of the noise what so ever. What am I doing wrong? File attached. Any help is greatly appreciated! Best, Nibbla Noise Render.hipnc
  12. Normals pointing to center

    Thanks Noobini! Works great
  13. Hello! Noob question here. I'm trying to get the point normals of a primitive (polygon) to point towards the center of the primitive. What I want to achieve are lines bent towards the center of two triangles - a large and a small one - via the copy to points SOP. I can get it to work for the large one, as the normals are pointing to a vector in the 0,0,0-position. But how to do it for a shape that doesn't have its center in the 0,0,0 position? File attached. As a bonus question I would like to know the easiest way of copying a smaller triangular shape to the corner of the parent shape (see visualization). If possible All the best, Nibbla center normals.hipnc
  14. Spiral around mesh

    Thanks a lot everyone! The UV approach was really interesting. I'll keep experimenting with what you all showed me!
  15. Spiral around mesh

    Thank you so much! This is definitely something along the lines (no pun intended) of what I'm after! Now I'm trying to distribute the spiral unevenly around the mesh. So that if I have a shape that is taller in one end, there will be more distance between the spiraling lines in that end (see illustration). I've tried to achive something like this with the help of the Bend SOP to taper the lines, but its flimsy to say the least (file attached). Any help in achieving this next step is very much appreciated!!! All the best, Nibbla Uneven spiral ray.hipnc