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jessela

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  • Name
    Jesse Larson
  • Location
    United States

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  1. It keeps things straight in y, but it's still getting pinching in the corners. That's that main thing I'm trying to figure out now is how to get a clean corner.
  2. That's ok. I actually realized I was going about this wrong. I was thinking I wanted a tool that was an end all be all sort of thing, but this is just going to be a helper to make a longer process go faster. Since this will eventually end up in a 3d package, I can group the curves there and then run them through the Houdini Engine tool. I did see that Labs had a PSD reader, but it seemed pretty slow. Thanks for the help!
  3. This seems promising, but does this work if the colors are stacked on top of each other? It seems like the example has the white and the grey removed, but if the grey outer circle is left in, does the trace and then attribute from map still pick up the different colors?
  4. I'm importing an Illustrator eps file and would like to group curves by the color in the original Illustrator file. EPS files don't pull in color data so I was wondering if it's possible to also reference a jpg image export of that Illustrator file and then pull the color from that to make curve groups. So for example, in this image, I'm importing the Illustrator version of this but want to procedurally group all the green curves. How could I go about that?
  5. I figured it was user error. Went back to it and it works fine. Not sure why I couldn't see it before, but it works great now. Thanks!
  6. The documentation and the help note in the viewport say that in Edit Mode I can Crtl LMB on a curve to insert a point, but it's not working. Is there some trick to do this?
  7. I found a partial fix. Using an attribexpression node with Normals turned on and a VEXpression of set(self.x*1, self.y*0, self.z*1) fixes the normal direction, but I'm still getting a good bit of pinching in the corners. Stretch Around Turns in the sweep helps a little, but not much.
  8. I'm snapping a path along a terrain and then using that path in a sweep node as a backbone curve to generate a wall. The problem I'm running into is that the sweep is following the tangent of the terrain normals and creates a warped look in the corners that's accentuated with increased height. I tried to correctly orient the cross sections in the sweep node by using an orientalongcurve node with the snapped path in input 1 and the pre snapped path transformed higher in y for input 2. That works more or less for the longer portions of the wall but still results in warped corners. Since this is a wall and not a roller coaster, is there a way to force the cross sections to always be oriented straight up in y while still following the snapped path around the terrain? My assumption is that this would fix the corner issue, but I'm very new to Houdini so I may be going about this all wrong. Any help would be very appreciated.
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