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Everything posted by bentraje

  1. Hi, Is it possible to select/group only "vertical" edges as opposed to "horizontal" edges? You can see below marked by red marker of what I refer to as vertical. Illustration file: circular.fbx
  2. Select/Group only "Vertical" Edges?

    @dedeks2999 Thanks. Works as expected. Just wondering how do I do it within a node so it would be procedural.
  3. model sliced vegetables procedurally

    Can't tell how to model vegetables procedurally. But if you want slice, there is a procedural slicing in labs tool. Namely, Labs Polyslice and Labs MeshSlice
  4. The script above relies on the selection node. as you can see below, H19 no longer uses the selection node (i..e it does not appear in the parameter). By any chance, any one knows the H19 equivalent of selection node?
  5. Hi, While selecting Guide Groom Node in 18.5, executing the code below gives me a value. node.parm('selectionnode') But when I execute that in 19. It gives me a None. This breaks the whole script. So I was wondering if there are any API changes in 19 that I should use instead of the 'selectionnode' P.S. For reference, I'm trying to make this script Houdini 19 compatible.
  6. Hi, In this documentation, there is a phrase of The Vellum Constraints node now has options to adjust the size of the cloth automatically. I'm using H19, same as the documentation, but I don't see such options in my vellum constraints. Is there a way to make it visible?
  7. Hi is there an options for the "Orient Selected Joints" command in Kinefx? Like in Maya? (See reference below).
  8. Hi @pighead, How about assigning materials before the vellum nodes?
  9. Hi, How do I merge 3 different edge groups in Polybridge? If there is only 2, it works. If there is 3, the other is not accounted for. In essence, I just want to dynamically fill some face in between the spaces. I also tried polyfill but it will only fill the spaces on the plane (i.e not taking into account the sphere) You can see an illustration of the problem below: dynamically_fill.mp4 dynamic_polybridge.hipnc
  10. How to drive activation with SOP ?

    RE: I only know where it needs to be active, i.e as some information in SOP. I mean you can just place a bounding box or any geometry where it needs to be active and maybe attribute transfer from @active=0 to @active=1?
  11. How to drive activation with SOP ?

    Uhm. How about animating the @active attribute? @active=0 means no simulation while @active=1 means the simulation will take over.
  12. Hi @doc Thanks for the file! it works as expected. Didn't know there was a handy use case for Object Merge's Transform Into Specified Object option
  13. Hi, I have a bunch of cards scattered on a geo. They are oriented to always face the camera. But is it possible for them to also use the mesh's normal to have a more natural rotation AND still face the camera. You can check the image below for illustration. modified_aim_constraint.hipnc
  14. Hi @Librarian @konstantin magnus Thank you for reply! And yes, the illustration file on your website works as expected. That was indeed a nice problem solving method (i.e. using UV to displace two different objects). Have a great day ahead!
  15. Hi, By default, heightfield erode node is only applicable on heighfield data. I'm wondering if its possible to use it on a regular polygon mesh? I want to use a heavily modified mesh (i.e. logo, hero asset) and erode it.
  16. [SOLVED] Mask by Fresnel?

    Hi, Is there like a Mask by Fresnel much the same way as Mask by Attribute? Basically, like Fresnel in shading but instead on rendering, I want to mask all the sides of the geometry (i.e. result of the Fresnel)? Is this possible? I understand there is Fresnel node but I can't use it on the SOP context only on the mat context.
  17. [SOLVED] Mask by Fresnel?

    Thanks for the responses. @Librarian I couldn't quite directly use it since I guess the code is for the mat context. That said I think I get the overall logic. I think its doing Method #2 in the code below. @animatrix The code works as expected. ========== Also just for reference. People from slack group also helped me. Here are the results. Same goal just different execution. Method 1 (from bcarmeli) vector @cdir; vector @raydir; matrix camMatrix = optransform(chs("camera")); //get a matrix with the camera's transforms. @cdir = cracktransform(0, 0, 0, {0,0,0}, camMatrix); //extract out the camera position as a vector @raydir = normalize(@P-@cdir); //get a vector to project pointo from camera f@facing_ratio = fit11(dot(@N, @raydir),0,1); if(@facing_ratio>chf("threshold")){ @group_mygroup = 1; } Method 2 (from David Torno) vector cam = getpointbbox_center(1); //Option 1: Get dir per point vector dir = normalize(@P - cam); //Option 2: Get single point centroid //vector c = getpointbbox_center(0); //vector dir = normalize(@P - c); float d = fit11(dot(@N, dir), 0, 1); if(d > chf("threshold"))i@group_mygroup =1; Will close this thread now. Thanks for the help!
  18. [SOLVED] Mask by Fresnel?

    For illustration, this is what I am after. This is in C4D but I would like to do it in Houdini
  19. [SOLVED] Mask by Fresnel?

    Hi @Atom Thanks for the response. But the curvature is for concavity/convexity/. It's those on the crevices of the geo. The fresnel is on the edges of the geo depending on the viewing angle of the camera.
  20. I ended up going for @Atom's solution by using ray sop. It was straightforward enough and works as expected. Thanks for the github referral by the way @Librarian. Just checked it and it contains a lot of gems.
  21. Hi, Carving letter from an object seems fairly straight forward (i.e. use boolean). But carving with an equal extrusion gives me problems. Please see illustration below: Is there a way around this? carve_letter_equal_extrusion.hipnc
  22. [SOLVED] Get the Center "Outline" of a Spline/Text?

    Thanks @mestela! Just tried it. Works as expected!
  23. Hi, Is this a way to get the center "outline" a font/text procedurally? See illustration below.
  24. [SOLVED] Seamless Worley Noise Texture?

    @vinyvince Thanks for the additional insight!
  25. Hi, I really like the worley noise texture. It gives me a decent geometric abstract shapes. My only problem is its not "seamless". I applied it to a box and the edges just intersects and caves in. Is there a more elegant way of applying this noise texture? worley_noise_texture.hipnc
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