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Everything posted by hampuseh

  1. Greetings! I am currently trying to use the polywire sop on a cube. This is what happens: The issue is that wherever there are more than 2 lines intersecting the polywire will get messy and some artifacts appears. How would I go about to make the polywire seamless and account for intersecting lines?
  2. Align primitive orientation

    I knew there was a simple solution for this, I just couldn't get my head around it! Many thanks
  3. Greetings! I have a little issue. I have several 2d planes. Some of them are reversed. How would I go about to make them all point towards to same direction? Without manually selecting each primitive and using the reverse sop. Here is the pic:
  4. Skipping node if empty

    Ah that does make sense. I did find another solution to my problem but this will come in handy in the future. Thanks!
  5. Greetings! I am working on a tool to generate buildings. I have different blast nodes within the tool to separate primitives to groups before I pack and instance them. However, some blast nodes will be empty since not all buildings have the same primitive groups. So what happens is that even if a blast node contains nothing the pack node still packs the empty node and creates a instance point(containing nothing). This creates a render error with redshift. My question is; is there a way to look at node and if it doesn't contain any points/primitves then the network just stops or gets output to a null?
  6. I get this warning when I render with redshift in Houdini. The instance object "/obj/REDSHIFT_TEMP_PACKED_GEO/_obj_bla_blabla_blablabla_blabla_blabla_blabla_blabla_blabla_bla_tree156683" is not available as a RSMeshBase or RSProxy object, perhaps it is hidden in the scene" So I have a couple of hundred trees that I have packed and instances with a copy to points, I have ticked on "instance SOP level packed primitives" on the Redshift obj section of the geometry sop. It seems that a specific instance of the tree is not working properly, and I do not know what Temp Packed Geo means. It doesn't stop the rendering but I am assuming that it adds some extra time on the actual render time.
  7. Greetings! I am currently creating a digital asset in which I want to be able to create x amount of folders with the exact same options. The thing that differs is the source file path for each folder, but the same settings/options will apply. My question is; How do I keep the references of the inputs in each folder so it corresponds to the same index of the folder? If that makes sense..
  8. Ah very nice toadstorm. Yes this made much more sense, I was trying yesterday with Python but couldn't get my head around it really. What I am trying to do now is to make a list automatically of the source library so I don't need to manually type in every single variation of the object. I added a operator path as the source input of the wrangle: string paths[] = {"`chs("source")`/"}; That makes me able to choose any object I desire, but the issue is I am not getting the whole list of available objects in the source. So this will be todays little fiddle!
  9. Greetings! I was wondering if there is a way with a Python script to be able to choose the source geometry library in Houdini (not from disk) and then choose the geometry randomly and copy to the points. To clarify, I have a source of multiple geometries. Geo1, geo2, geo3, etc, which contains a different version of said object. So in this case I have 12 geometry nodes each with a different variation of a oak leaf. I know I can do this with for loop sops and such but I feel that having a script to do this would be quite nice.
  10. Thanks for directing me to the video. It would seem that I lack the coding expertise to actually do my own version of the script. The script from the video is doing way more than what I would need. As all I would need is to be able pick the source library via a directory input in the python and then "simply" scatter the objects randomly across the points in which are input to the python node. I will try to work something out during the day. Thanks!
  11. Greetings! I have a asset that generates trees. I can choose how many different variations of the tree I want based on the parameters on the asset. So lets assume I have 3 different variations of this tree: oak1, oak2, oak3. My question is, how would I be able to create 3 geometry nodes(amount is based on # of variations) with a object merge inside each that is linking to one each of the oak instances with python. So lets say, this script would require me to direct it to the source where I have the variations of the tree and then create geometry nodes with a object merge based on the amount of variations. These geometry nodes will of course be outside of the asset source. Sorry if it doesn't make much sense. Cheers
  12. Hello and greetings! I have a large amount of curves(branches part of a tree). I then use a polywire to create the thickness of the tree based on some attributes. I am currently using the intersection stitch sop and then a fuse sop to combine my curves into one by fusing the intersecting points. I then put down a resample sop and get a nice even looking geometry. However this process takes about 2 seconds, which isn't too much but I assume I can get this done faster by using vex, but alas I am not very good at vexing. My question is; how would I merge intersecting curves with vex?
  13. Thank you, that worked perfectly!
  14. Greetings! I have a system that creates an x amount of layers, I also apply a integer attribute value to each layer. 0-x For example I may have done a 10 layer thing. which will give me 0-9 attribute. My question is; How do I procedurally always delete the last layer with the highest attribute value?
  15. Polywire uvs

    Greetings! I have a tree made out of curves. I use a resample sop to make the curves symmetrical in distance between points. I then use a polywire. I see that you can also create vertex textures with the polywire. This is what I've got at this time: So this looks quite nice.. HOWEVER the uv's are done per segement. So my question is; how do I normalize the uvs made from a polywire?
  16. Hello and greetings! I am currently scattering some grass on a terrain surface. The issue I am having is that the terrain geometry is using displacement and tesselation in the shader. The displacement values are high enough to either cover my grass or leave them floating above ground. I know how to move points based of a black and white texture, however that wont get me too far when the displacement is being used in a shader and the values getting altered. So a more detailed question is; Is it possible to export data/texture image from within a shader? The data I want would be the displacement data and later add that to my points and move them.
  17. Moving points based on displacement

    Thanks for the reply! Your method is one way to do it, however it doesn't really work when you have altered the displacement texture in the shader. It would be better if I could export the displacement data from the shader-material itself. Otherwise the only way would be to copy all the data changes done in the shader and apply it to the texture in the pointvop, but that isn't a very nice workflow
  18. Hello! I am currently instancing a few hundred bushes from speedtree. I am wondering, what would be a "simple" way to animate the instances in a small manor? Lets stay I just want the bushes to sway back and forth with some kind of noise added. Anyone have any ideas? The animation would be per instance so I dont want to deform the instance. I only want to move the whole object in a "logical" manner.
  19. Greetings! I have a digital asset that works by choosing a tree made of splines and then making it into a nice looking tree. My question is, how do I run multiple spline trees through the tool? Lets say I want to have 3 different spline trees run through the tool without having to manually choose one at a time. If there is a way, how would I separate them at the end ?
  20. Sorry my bad, I am not the best at explaining what issues I am having. I added a hip file that mostly shows how my setup is made. I am instancing hundreds of trees and I figured that instancing the branches and set of leaves per branch would make sense. I forgot to mention that I pack both the branches and leaves together for animation purposes. After the animation I use a unpack sop and I am then left with the branch instances and leaf instances separated. I will try using stylesheets and see if I can get something going
  21. Greetings! I have a branch that I have scattered instances of leaves on. So a branch consists of about 20 points of leaves. I pack the leaves. I then pack the branch with the leaves before I copy the branch(now with the leaves packed with it) onto the tree. Now I get about 1000 branches with 1000 sets of leaves. I have made a leaf material that works good if each leaf is its own instance/point. However in this case where one instance of leaves consists of 20 leaves/points I get weird results. How would I go about to assign my material so it effect each primitive instead of set of points? treeTeststuff.hip
  22. Hello! I am working on a tree. I am currently trying to create a "simple" swaying/wind blowing animation on the branches. I have tried vellum to point deform and wire-deform as well. However I don't really get the result I want and I also don't feel I have as much control that I would like. What I am wondering is if there is any way to deform my branches, that consist of just curves, by a attribute? I have a @width attribute starting from 1.0 at the trunk and ending at 0.0 at the tips of the branches. My idea was to have the lowest value of the @width attribute to transform the most and then the animation falls off based on the @width amount. Has anyone had any experience in doing something like this? If anyone has any help to give!
  23. Attributes for VDB

    I got it working! Putting up a picture with the simple steps needed to use point values for volumes.
  24. Greetings! I am currently sitting with vdb. I have a geometry that I have converted to a VDB and now I am playing around with noise in the volume vop sop. I have realized that the point attributes I had on my geometry have been deleted and replaced by a single attribute "surface".. My question is, how do I get access to my point attributes within the volume sop? Specifically I am wanting to use my gradient attribute for a nice looking falloff. I've tried the "surface attribute" on the vdbfrompolygons sop but I can't seem to get it to work however.