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Ballington

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    Ball Ington
  1. Looking for a way to combine prims

    I have this model which uses the SideFX Labs' "Lot Subdivision" sop (I'm processing it to select specific prims) but I a way to simplify the model up (it needs to be procedural as I'd be getting random generations for what I'm doing) I've grouped some primitives up via colour, and these are the shapes that should be combined. I know it has to do with point values, for instance on the yellow primitives, their points on each side all share the same P.x value. I've tried finding a way to do this but I can't find a way. I'm hoping somebody here might have a solution.
  2. Well I'm not entirely sure how exactly Houdini would export to vox. I'm currently working on a little house generator but I'm "future proofing" it depending on how the data is exported. I noticed with the .vox importer that it loads a volume and by using a "points from volume" sop with a separation of 1, perfectly reproduces the location of each voxel. That's how I'm designing my system. In Houdini I'm making geometry, that, when fed into "points from volume" does a perfect recreation of the input geometry. If it turns out that the exporter just uses a series of points I can just give it all the points from "points from volume" but if the exporter just uses geometry instead I'll just give it all the cubes instead. Either way, I'd just design my entire scene in houdini out of cubes to "mimic" the placement of voxels from MagicaVoxel.
  3. Pretty much just levels for the game TearDown. I'm restricted to using MagicaVoxel for creating stuff (there are hacky workaround tools but they are very limited) but I just want to use Houdini to create any level that I'm planning on making.
  4. Well the only real benefit is not so much getting them into MagicaVoxel, but recently a game called Teardown was released and it uses the .vox format for it's levels. I've been tempted to create levels for the game, but MagicaVoxel is a pretty horrendous tool for making stuff (it lacks way too many features and is generally annoying to use). I figure that Houdini is the best tool for it's obvious power plus it's a program I'm familiar with. I don't have any experience in making something like this, nor would I know where to start, so I figure if somebody is able and willing to make an exporter I'd be happy to pay for them to do so. One thing to note is I contacted the creator of the original importing tool to ask about whether an exporter is possible and he said this. I guess it can give more insight into what you'd need to do.
  5. I'm looking for a programmer who is able to create a custom file exporter that is cable of turning geometry into a .vox file which is used in MagiaVoxel (https://ephtracy.github.io/) Here is a github link from the creator of MagicaVoxel which has documentation on the file structure of .vox (https://github.com/ephtracy/voxel-model) Currently the only thing that exists is a .vox file importer (https://github.com/ttvd/houdini-geo-vox) but it doesn't have any exporting capacity. If you feel like you would be able to work on this project, please contact me. Thank you, Matthew
  6. I've found this paper which explains an algorithm for generating natural looking leaf veins. http://algorithmicbotany.org/papers/venation.sig2005.pdf The main part that I'm focusing on is in page 5, with "3.4 Example" linking to figure 6. I've been using a solver and have tried recreating their system, step-by-step but I've run into problems. I have attached what I created in this post, and tried my best to comment on the process. If you follow alongside the paper you should be able to see my thought process. Here are my issues. I haven't used their system found in steps F to J (regarding auxin point generation), I figured that if I just scatter points as this was more of a direct approach to creating points, vs their more complicated and somewhat vague explanation about how they scatter points and remove some based off some criteria (I'm still not sure what determines points to be deleted in their system). I'm not entirely sure if just scattering outright is the correct approach. Next is I don't really know how to progress from what I have made. I seem to be up to step E, but looking at the way the system works I don't think I really need to progress past that point. My thoughts are that A-E are all the steps I need to create in order for it to loop as it's just a matter of scattering points, finding the nearest ones and moving in a direction. In the solver, if I press play the whole system just stops working after frame 1. I think this is down to a lack of understanding of how the solver works, but I'm ultimately not sure whether it's actually down to my network being broken, or me not setting up the solver correctly. My final problem is this. Further down in the paper (page 8, figure 9) they show a number of natural looking leafs. But just thinking of how they constructed their system in figure 6, I can't help but to think it'll just end up producing a chaotic mess. You start off with 1 point, it moves in a random direction, then the next iteration has 2 points, which move in a random direction, then I'd have 4 points moving in a random direction. Surely after multiple iterations of this process I'll just end up with a weird mess of points that moved chaotically and I'll just have an ugly looking mess. But I can't determine where the paper helps to stop this from happening and causing it to create a natural looking structure. This is the first time I've tried to recreate a system found in a paper, so I will admit I'm not that experienced when it comes to converting more academically write text into something that translates into houdini, but I would really appreciate the help if somebody has more knowledge in this area. venation.hip
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