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guache

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About guache

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    Joseph
  1. From Houdini, I need to save a text file with a list of points in a SOP (to be used in a 3rd party app). It's a simple format: id,X,Y,Z. I'm guessing someone has done something this basic already (probably in Python)?
  2. Bend a long box into an arc

    Cool, thanks. I ended up using Point Deform. In Houdini, I made a string of grids on a straight line, then a string of grids on an arc, then applied both to Point Deform the original.
  3. In a viewport, I like to see the little corner gnomon for orientation (I mean the small one in the bottom left, not the big gnomon at the origin). Something has changed: now the viewport help text at the bottom ("Left mouse tumbles..." etc) often obscures this small gnomon. Is there a way to either reformat the viewport help text (to be more in the center) or move the little gnomon to another corner?
  4. Bend a long box into an arc

    I have a vertical box with subdivisions and I want to "bend' it in a nice round shape, so it's shaped like a 90 deg arc, preserving the square cross-section. I could do the equations in VEX, but is there a SOP that will do this? It's a part of an existing model, so I have to deform it, otherwise I'd model it correctly from scratch.
  5. Remove doubled lines

    Thanks for looking into this. It doesn't quite work with my test case with overlapping T-junctions, meeting at odd angles etc. In the end, I created a network of ~30 or so SOPs (!) that works for me. I exported it with opscript / old school (to avoid issues with many dependencies in my setup). duplicate_removal.cmd
  6. Remove doubled lines

    Sometimes, after some complex modeling, I get invisible, unnecessarily doubled lines: that is, line segments that occupy the same space as some other line (pic 1). If I sort prims by X and raise each one a bit in Y based on its ID (pic 2), I can see them. Is there an easy way to get rid of such doubled lines (pic 3)? I don't care if the result is a single primitive with many points, or several 2-point line segments. The "Fuse" SOP will merge points, but it won't get rid of doubled lines. Note: in the pic, the colors / width are just for illustration purposes. In Houdini, it's all one wireframe, you can't see the doublings. Also, the pic is just a simple example: in this case, I could remove all prims, keep the points, fuse them, then rebuild a single primitive. In real cases, the lines may be part of a grid, connect to other lines in specific ways etc, so rebuilding prims from just points would be very hard.
  7. Thanks, exactly what I had in mind
  8. Is there an easy way to subdivide an equilateral triangle (a 3-point circle) into more equilateral triangles (see pic), with an adjustable depth level? This could be done with copy / transform, but I'm wondering if there's a purely modeling (edge subdivision of some kind) solution.
  9. Align primitive orientation

    Within a "For Each Primitive" loop, use a Switch SOP that tests the sign of the Y component of the primitive's normal. If it's negative, switch to a Reverse SOP.
  10. Vertical text marker

    Which one, specifically? I see "visualizers.hip" and "attr_visualize_ql_SOP.otl" but none of them produce vertical text markers
  11. Is there a way to align a text marker (i.e. a visualized text attribute) vertically? I'm dealing with thin, tall objects nearby (like skyscrapers) and horizontal text markers are not very useful, because it's hard to tell which object they refer to.
  12. I managed to avoid this problem, but I'm still curious about suggestions how to do this in Houdini. On a 2D plane, I needed to tightly "pack" a bunch of circles of differing sizes ("pack" in the sense of bringing as close as possible, without overlaps). Each circle has its own "id" and the "id" of its "best friend", that is, the most preferred neighbor (see pic below). The goal is to pack the circles in as small a space as possible, while minimizing the sum of distances between all "friends". The Point Relax SOP doesn't really address this problem: it spreads the circles around, but doesn't optimize distances between "friends". One solution could be an RBD sim: spread the discs around, lock them to the plane, give each one a "force" towards its friend, and run several sims with different starting positions, and pick the best result. I managed to avoid this by having equal circles in a hexagon formation (bottom pic), and simply assigning "friend ids" to adjacent circle pairs. But if anyone sees some other approach to the original problem, I'd love to hear it.
  13. I have a non-graphic application which spits out CSV data. I'd like to read it into Houdini as points with attributes. I can format the data, so that one CSV line contains all the properties for one point: X,Y,Z,"attrib1","int","attrib2","string"... etc <- where "int" and "string" are attr types Is there a built-in SOP in Houdini that can read such data and create a point with attributes for each line? If not, what's the best option? A Python SOP that reads this in and creates the data? Thanks.
  14. Thanks, it seems simpler. I got the textures to show up and react to path changes instantly with the following Display Options: Texture->Display Textures: On Material->Use Materials: On Material->Apply Material Stylesheets: On Material->Apply Per-primitive Stylesheets: On Material->Material Assignment: Always Update Material->Interactively Update Materials: On Lights->Quality->Headlight Only Lights->Diffuse: On
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