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About Three65

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    Salt Lake City
  1. Animated Line Movement

    I am working on trying to build a polypath animation that would allow me to have the path taper like the attached photo over time. I have looked into the polywire node and it doesn't seem to allow you to taper the line. I am assuming you would need to do this through vex perhaps to allow the line to be able to have this shape and move over time. If anyone has some insight on how this motion\shape could be achieved over time through keyframing and could point me in the right direction I would appreciate it. I am off to do more research and see if I can find the way.
  2. I have recently been trying to incorporate some 3D objects into a equirectangular image and moving them around in space is fine. However it got me thinking is there a way to maybe assign a 360 image to a sphere then use a raycast or maybe a uv project to cast the points or image into space onto a plane or box to capture the dimension of the 360 image so that you could use it as a guide for placing your 3D object into the image. Basically so you knew where the walls and floor was maybe a column...etc. I can see this being a issue with 360 images and the rooms being all sorts of crazy shapes and the point not landing where they needed to cause there isn't a plane for them to hit. I have found several documents on this and am currently trying to wrap my head around the concept and math involved. If anyone has any ideas I would be open to anything no matter how crazy it might seem.
  3. Point Group From Texture

    I will give this a try davpe, thanks for taking the time to reply to this. I have been doing some research on transferring textures to points and grouping by color. This will help out a lot and save me a bunch of time. Thanks Again I appreciate it.
  4. Point Group From Texture

    I am trying to do a vellum simulation and was wondering if its possible to select points and group them based off a texture map. What I would like to do is build a UV for the model I am using and then just use a black and white map maybe to select points based off the map. My issue is that I am Remeshing my object on import and have to keep adjusting the remesh to get the right amount of points for my simulation. However the shape never changes so if I could use a texture map to select the points I need every time I remesh it would save me from having to re-select them. Hopefully this makes sense.
  5. Combining 2 Mountain Nodes

    The first one actually works the best for me, because it conforms to the points going in the -y direction instead of using the original points. I am still trying to understand the vex in your attribute wrangle also so that I can learn from it. Thanks Again!
  6. Combining 2 Mountain Nodes

    You're correct Nobbini, I should have included my .hip file and I apologize for that! Next time I will think a little bit more when I post something. I appreciate you taking the time to reply back and help me out with this situation.
  7. Combining 2 Mountain Nodes

    I am still new to Houdini and am trying to create a procedural field that has rows and furrows. I am using one mountain node to generate the rows and furrows, and a second one to try and deform the ground. However as you can see in the attached image the rows are getting pinched and overlap (red arrows) as they go up the hill I would like them to keep the distance of the green arrows. Can anyone shad some light on what I am doing wrong here? Or is this just the complete wrong way to go about doing something like this? Any insight would be appreciated.
  8. I have a simple set up that is copying multiple files from a switch node into a copy to points loop and randomizing them. I would now like to export them out of Houdini so I can use them in my C4D Scene, however when I export them out they all come in as one object. Is it possible to export them out as one object, but when I open them in C4D they are split into sub objects by the file name I am using in Houdini? I have tried using an unpack node, but houdini is saying there isn't any packed geometry. Any insight or advice would be appreciated.
  9. I am able to save it out as a .bgeo and re-import it into houdini using a file node. I then tried to save it out from the file node as a .obj and get the same error.
  10. I recently bought the Ivy Taming 1.0 HDA and imported some geometry in to use with it and now that I have my scene set up I am trying to export the ivy as a .OBJ or .FBX and keep getting the error "save failed no such file or directory" I have tried right clicking and saving the geo, using a file node in write mode and even tried a ROP export geometry node. However none of them seem to be writing out the geo I need to import back into C4D. I am thinking that I maybe need to pack or convert the Houdini asset somehow to turn it into geometry that can be exported? Just an idea or maybe I am missing something really simple. If anyone has encountered this error and knows what might be causing it I would appreciate any insight that could be given.
  11. I am trying to think through a project that I am working on that will require a organic moving tube that has some subtle movement to it "think toothpaste in zero gravity floating around" yet I am unsure how to approach this project. I have been searching the forum and google for the last couple hours and have only come up with tutorials on organic line grow and growth solvers. I see this as not being a growth at all but a organic tube object that is being randomly effected over time. If anyone could point me in the right direction on how to get started on something like this I would appreciate it! I don't mind doing the leg work if I have some direction to follow or tutorial that will teach me how to do it.
  12. Delete only column edges after skin SOP and bool

    Any chance of you sharing the .hip file for this? I completely understand if you don't want to, I am about to start working on a tool like this myself and am new to Houdini so it would give me a good start or idea on how to build something like this.
  13. Commercial Fishing Net

    Thanks Thomas, I will download the Hip and look at how it was done. I appreciate your response and I hope to learn something from this.
  14. Commercial Fishing Net

    First off I am fairly new to Houdini and have been watching a lot of "beginner tutorials" trying to familiarize myself with the workflow and UI of Houdini. This will be one of my first project that is on my own and not a follow along tutorial. What I am trying to create is a commercial fishing net that I can simulate in Houdini to use as a prop in a render I am work on. I have been doing a lot of looking online at thread and wire tutorials to try and wrap my head around how to approach solving this project. A lot of the tutorials I have found seem to be down in older versions of Houdini and I really feel like this could be done pretty easy with Vellum in the new Houdini. I have listed below my thought process on creating this asset and my workflow how I see it being done. I would appreciate any help on working through this, since I believe this is the best way to learn new software. I would say its a 50/50 battle with any software 50% being knowledge of UI and how it works together and 50% thought process and workflow to use those tools successfully. 1. Start with a regular Grid 2. Turn to points and find number of points in grid 3. Connect points with lines (Unsure how to create knots or links between grids in mesh) 4. Attach Geometry to lines (Add subdivide here for good simulation) 5. Pin points I want to stay static to simulate for the effect I am looking for (Unsolved) Any insight into my thought process here would be great, including things maybe I have not thought about. Any tutorials or info about something like this would be great. I am not afraid to do the leg work and learn this. Sample files would also be great since I could study how someone else would tackle this problem so I can study the workflow and see the thought process behind doing something like this.
  15. Vellum Drape Curtain Simulation

    Thats kind of the point I am at also right now, however I would like to be able to get more folds closer together like the photo if possible.