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eikonoklastes

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eikonoklastes last won the day on July 22

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  1. I'm sorry, I'm still extremely confused. You mention a 6x6 inch grid, but I see a rectangle, not a square. Are you talking about each face being 6x6? Then you mention image 3 being an example of a 12x12 quad selection, but I see no 12x12 selection anywhere. It would really help if, rather than screenshots, you post a sketch of what you're after, or at least annotate over your screenshots, because I can't see what you're describing. Specifically, it would help if you could draw out exactly what "6x6" and "12x12" means.
  2. Animation curve node

    The animation data is stored on the node you're keyframing. Shift+click the channel to bring up the Animation Editor for that track.
  3. That documentation is for selecting gradient points in the Composite View, when working in a COP network. Is that what you're after, or are you referring to a ramp parameter in SOPs? If it's the latter, you can Ctrl+click to select non-contiguous points, or Shift+click to select a range in sequence. The visual indicator for the selection is pretty poor, but it does work.
  4. I'm sorry, but I got completely lost. Can you post a couple of screenshots, preferably with sketches/annotations of what you're trying to achieve?
  5. How to cap and triangulate 3d "holes"

    Sorry this is a bit off-topic, but surely the game engine you're running manages back-face culling by itself? Why manually delete perfectly good faces?
  6. Permission issue

    This was a bug that was fixed ages ago. You shouldn't be having this issue on any recent version of Houdini.
  7. Can't change node shapes

    Make sure this is enabled:
  8. Houdini temp files and crashes

    If you install SideFX Labs, they add a handy option to the File menu, called 'Open Crashfile'.
  9. Place Highlight

    This currently doesn't exist outside LOPs. Hopefully that changes soon.
  10. Exporting geometry to multiple meshes (FBX or Houdini Engine))

    Since you're in a Geometry network (SOPs), you're dealing with a single object, so it will export as a single object. There's probably a Python automation for this somewhere out there, but you need to basically follow these steps: Use a File SOP, set to Write, inside a For Each Primitive loop to export each face out to a separate file. Import all those files back into Houdini to create a separate Geometry network for each one (untick "Show sequences as one entry" in the import dialog and multi-select all the files as individuals entries). When using the FBX Export dialog, select only those objects as the Source Objects. That will give you a single FBX file with multiple, separate objects in them. Edit: There seems to be a bug currently (in both 18.0.499 and 18.0.532), where specifying multiple objects to export in the FBX export dialog results in a broken export (the file reimports empty). Using Alembic works, however. I've submitted a bug report, if you're having the same issue, please do the same.
  11. Clean Topology tool zremesher

    Quad Remesher offers a 3-month subscription for $16. For the results it generates, that's a steal.
  12. random rotate top face of polygon?

    Here's a non-VEX approach, that doesn't even use any rotations. I'm applying a linear gradient across the top face, and then using a Soft Transform to move the points up based on that mask. You do need Labs for the Gradient SOP. columns01_soft_transform.hiplc
  13. select objects with material

    In the Material Palette, there's a Select button that does just that.
  14. An Orientation Along Curve, with the Yaw set to -90 will also do this + take care of the corner points.
  15. Houdini 19 Wishlist

    This looks like an unmitigated UX disaster.
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