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About lacer8

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  • Name
    Peter Turner
  • Location
    California, USA
  1. Procedurally Select Points on Outside Corners

    That's a pretty slick method for selecting those points. Thanks for the suggestion!
  2. Procedurally Select Points on Outside Corners

    Nevermind. I found a way... Hopefully it'll stand up to testing. Basically, I bevel the edges, measure the curvature, create a group based on concavity, delete non-selected points (seems like concavity and convexity are reversed in meaning in Houdini), fuse them just to make sure there's only one point on a corner, and then I add the normals back in because I need them later for orientation on copy to points. So far this is leaving me with only the points I want.
  3. Hi there and thanks in advance for any help. I have a node that does some damage to imported meshes. In one part of it, I want to get only the points from the outside corners of an imported mesh. I thought this was working, but it turns out that with more complex shapes, my current method fails, and the results are undependable. I've attached an image that I hope explains better what I want. This seems like a simple and basic thing. I searched here, but the other topics that test for corners are flat polygons or curves. Thanks again!
  4. Dunno if you're still here or not, luidox, but I was trying how to figure out exactly what you were, combining and blurring noises within a single vop. Wild if it really can't be done easily, but thanks for posting that solution. It can at least unblock me!
  5. problems measuring curvature

    Wow! you rotated it, and rotated it back and that fixed it? Ha ha. That's awesome, but kinda crazy. Anyway, Thanks!
  6. problems measuring curvature

    Wow, thanks! That looks much better. I'll take a look and see if I can understand what you did. Thanks again.
  7. problems measuring curvature

    Hello Friends, I'm back again with what is surely some novice misunderstanding of the tools. Basically, I'm trying to get edge damage by measuring curvature and binding that within a point vop. However, I realized that my curvature is not being correctly measured. Instead of having the high points in the apex of the rounded edge, my gradient has the greenest result in the highest part of the rounded edge. Furthermore, inside the actual point vop, this 'mask' is only revealed if I use the concavity attribute... I don't mind calling it the wrong thing - but I'd like to have this result have the highlight on the apex of the rounded edges. Anyone know what I'm doing wrong? Thanks, p curvature.hip
  8. This is exactly what I was looking for, thanks eimk!
  9. I found this thread and solution, but in this case, binding the normalized turbulent noise to 'up' just rotates around the normal. Unfortunately, this isn't what I'm looking for. I wonder if I can bind to something besides up...
  10. Hello Friends, Thank you for your time. I'm sure this is a very easy question, but for the life of me, I'm unable to get the result I want. I'm currently working on a dynamic stone wearing node. I'd like to be able to clip the outside corners with these little cutters. I've got most of what i want working, but I'm unable to get the cutters to have some variance in their alignment to the normals. So while I can have smaller or larger cuts, they always come out oriented to the normal, creating cuts that are equal on all sides. I want them to be more random. I should just be able to add slight randomization, but I can't get an attribute randomize to work, and have also tried an attribute wrangle that spins them around the main object's normals - which is cool, but given there is no detail on the cutter objects currently it doesn't serve any purpose. Does anyone know what I can do to add wobbling variance to the normals that control alignment of these pieces? Thanks again.
  11. Thanks Don. Cool suggestion. I don't know if I need that much control at this point, but if I want to individually limit the min and max, I'll return to this!
  12. Ok, I think I've got it for rotation... Seems to be working with this expression in transform node's rotate X field: rand(detail("../foreach_begin4_metadata1/", "iteration",0)) * (2 * (ch("../controller/randRot"))) - (ch("../controller/randRot")) So, I just need to extrapolate that out to other fields. I guess I just needed to talk to myself some. Thanks for listening!
  13. Hmm. I'm getting closer, but the way I'm currently doing it isn't actually doing a random but mulitplying by a float... so the pillar constantly rotates one direction, and constantly moves in one diagonal direction. The code in the boxes is: Translate: detail("../foreach_begin4_metadata1/", "iteration",0) * ch("../controller/randPos") Rotate: detail("../foreach_begin4_metadata1/", "iteration",0) * ch("../controller/randRot") Scale: detail("../foreach_begin4_metadata1/", "iteration",0) * ch("../controller/randScale") +1 I added the plus one to scale because it was getting some very small results too. So I need to figure out how to slot rand in here with a range instead for all these functions.
  14. Polybevel on two merged objects . Topology Help

    Merge only combines two (or more) objects. It isn't doing any welding of points or boolean functions. Not knowing exactly what you're trying to do makes it tough to answer, but if VDB's work for what you're trying to achieve, you might get more success increasing the voxel size before converting back to polys. The larger the voxels, the less detailed the volume, and the less heavy it'll be as a mesh after converting back.
  15. Hello and thank you for your time. This is my first post here. Not only am i new to the site, but also Houdini - having only been poking around a month or so. So, here's my problem, I'm feeding an edge wear graph that I'm working on, an imported mesh. The mesh is for a modular wall kit. The mesh is broken up into watertight bricks. I run the edge wear on this mesh within a foreach connected loop. What I really want to do is achieve a more natural and worn old rock wall look. To do that, I'd like to introduce small amounts of randomness to scale, rotation, and position. However, since the bricks aren't copied to points, I'm struggling to get anything to work. In fact, I can't get it to work within the loop or pulled out on it's own. Hopefully the issue makes sense. This has to be a trivial thing, but all the tutorials i'm finding are for using point attributes and vops... and when I do that, I'm unable to group the points within each connected mesh. In general, i want these to stay rectangular. Thanks again for your help.