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petz last won the day on February 17

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  1. it's easy, just reference the original geo. split_curve1.hipnc hth. petz
  2. here's another one: split_curve.hipnc
  3. Fitting a mesh between curves / Bilinear interpolation?

    the attached file shoud do the trick. hth. petz blerp_1.hiplc
  4. Find nearest point once

    not sure if that's what you're after but take a look at the attached file ... connect_points_unique.hipnc
  5. "Make circle" SOP?

    please take a look at the attached file. i've slightly modified the old example and now it should work without problems. hth, petz human1.hiplc
  6. Python: Loop delete geometry

    there are a number of different ways how you could do this. for high polycount meshes, however, python might be fairly slow ... please take a look at the attached file. hth. petz landscape_slice_export_1.hiplc
  7. Heightfield Isolines?

    here's another one which might be faster by avoiding the foreachLoop. hth. petz isolines.hipnc
  8. water drops on bottle

    1) the chopnet is used to procedurally adjust the “flowing” speed of the animated point (droplet). on flatter areas it simply gets slowed down. 2a) the curve (following the animated point) uses pscale as an attribute for fading out the size of droplets towards the tail of the curve. 2b) it’s used to delete all points which distance to the curve is above a given threshold 2c) xyzdist() returns the closest position on the prim in parametric coordinates (primuv). in our case it’s a curve and so it returns just one useful value which is u. in other words, it’s the position along the curve. hth. petz
  9. Recompute topology after projection on a plane

    please take a look at the attached file. hth. petz geo_flatten.hipnc
  10. Curvature field

    not exactly sure what you're after but if you want to calculate the gradient of curvature there is no better and easier way than what toadstorm already mentioned ... curv_gradient.hipnc
  11. Recompute topology after projection on a plane

    can't you use triangulate2d for this?
  12. calculating the edge vector is not a problem but you can't store it on edges since houdini doesn't support edges as regular geometry elements. what you could do instead is to use convertLine and do all the computations on prims which you could then lookup by points from the actual mesh. or you could just write all the edge vectors into a detail array. please take a look at the attached file. hth. petz edge_vec.hipnc
  13. due to the use of "remove shared edges" in the divideSop you got always two coincident polygons for every section. you need to delete duplicates and then make sure the normals of remaining prims are pointing into the same direction. instead, you could also set the output of the booleanSop to "seam" and check the curve direction based on point neighbours ... hth. petz
  14. here's a simple one ... hth. petz perpenticular_tangent_1.hipnc
  15. here's another one. it's a simple vex solution which works basically by counting the number of intersections along the curve and the fact that an uneven number means it`s inside an object ... hth. petz curve-boolean.hipnc