# freaq

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freaq had the most liked content!

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## Contact Methods

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http://freekhoekstra.com

## Personal Information

• Name
Freek
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• Interests
Games, procedural modelling
1. ## Recursive Division of Primitive

also checkout the gamedev tools there is a recursive subdivision i there look for lot subdivision.
2. ## Help with using trace to analyze maps

thats a hard problem, you can try (try) doing polyexpand2d (which creates a straight skeleton) and expand to the centers, and delete the edges... but it will probably be quite fragile.
3. ## Making Procedural Building. How should I make points for the windows right?

I think this might be based on some work I did at SideFX about 4 years ago. what I did is clip the bottom of the building (for the bottom floor) I'll ignore the bottom as you seem to have figured that out. for the floors, I then, for every face, go into a for loop and split those faces in the Y axis (based on a target height) to get our floors. then each of those faces is ready to be segmented into panels, loop through those faces, reorder the points by height (Y) and only keep the first 2 (so we get the bottom edge) we take that line and resample it, and remove the last point. now on each of those points we can copy a panel (of a window or whatever) we remove the last one as it would place a panel beyond the corner of the building. I don't quite have the time to build you an example but hopefully this is helpful. Greets, Freek
4. ## Sharp Corner Extrusion/Loft

V order of 2 sets the interpolation to linear (2 closest points along V) 3 means you get some "smoothing" across the 3 closest points in V 4 is even more smooth etc.
5. ## visualizer lookup table

the new Visualizers are awesome, but I need one to be driven from a node, and I need it to look up the colours from a UI widget, 1 - red 2 = green 3 = purple 4 = yellow etc. any clues ?
6. ## Procedural Terrain Generation In Unreal with the Houdini Engine

there was a demo at the SideFX booth at siggraph of some awesome work done at Microsoft regarding environments and the houdini engine in UE4. not sure if its available by now but it was really impressive tech.
7. ## ramp from HOM

trying to control a randomness by a ramp parameter so an artist can control what spawns more often and less my idea is to take the curve, integrate it (or via numpy .cumsum()) and then index that value. but apparantly this is not so easy in houdini, some pointers anyone? ps: also weird: when storing a ramp as a variable the ramp cannot be adressed: this works: hou.parm('/obj/lot1/distribution2').eval().lookup(0.7) this does not: dist = hou.parm('/obj/lot1/distribution2').eval() dist.lookup(0.3) which makes it very inconveniant to do things like integrate etc. very nasty
8. ## while loop in Houdini

got a reply from SESI for people who might be facing a similar issue: The devs tell me: "It is a while, not a do-while. We setup the variables for an iteration. We then evaluate that parameter. That will cause the chain to cook since your test node is at the bottom. Then, if it evaluates to one, we quit, without even starting the iteration. I think what you want is for it to stop the *next* iteration, not the one in which the attribute changed on. Simplest approach may be to: 1) have an attrib wrangle over detail; if the stop condition != 0, increment it. 2) Then have your test setting it to 1 if your stop condition is met. 3) Finally, your detail() will check for > 1. This way when it first hits 1 it latches... Though, writing it, I realize you need a separate Each in Feedback mode to get this to work. So it is going to be a lot more complicated. I think we need an option to have it stop *after* the iteration rather than before to make this clean, so I'm making this an RFE." Cheers, Silvina
9. ## "Select by 3d Connectivity"

there is the connectivity sop which does that you can use that to drive a partition sop to split them into groups by the attribute value partition creates.
10. ## Mesh Blend

your fillet curves/surfaces are actually quite nice. may I ask how you created them?
11. ## while loop in Houdini

so I'm trying this solution, but when I use the stop condition instead of getting 1 point (I if I execute 20 times get 6 positive hits so if this would work I should just get one.) I get the shell of the building back, instead of an instance point. so I'm doing something wrong: in the stop condition I'm using this expression: detail("../foreach2/each1","stop",0)
12. ## while loop in Houdini

I need to do a system where houdini is trying a fit, and if there is intersection between specific parts of the mesh, try again. basically generating a potetial position (point with a normal for an instance) I have a method for detecting the intersection, but I need a way to if intersection is detected try again until no intersection is detected. effectively a while loop with a foreach sop or sopsolver or something. anyone have any ideas or examples?? thansk
13. ## Is Nvidia Titan Z a worthwhile card for Houdini?

can anyone answer this? and is this truly a fact? cause that would be a dealbreaker for me!!!
14. ## Tree Growth Animation

tom not sure that actually happens, with trees, usually the branch spawns and stays at a certain height, although branches that don;t receive any light die off (so lower branches die.) but the branches as far as I'm aware don't slide up with the tree.
15. ## geo diff

any way I can use that in Houdini itself? or do I need to go through the commandline tools?
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