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About roarke80

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  1. Unfolding Geometry

    Thanks so much! I managed to get the polywalk setup working as well, it's an amazing setup.
  2. Unfolding Geometry

    Hi all, Sorry if this has been asked before, I tried searching around but can't find a solution. I'm basically trying to create unfolding 3D geometry with no intersections. This seems closest to what I'm after: However, after pulling in the hda and plugging in geometry, the scene doesn't work. It can generate the paths, but no animations. I'm still quite new with houdini, please could anyone point me in the right direction of getting this to work please? Many thanks!
  3. Thanks very much for your response! My problem is the UVs are distorted right after I unpack them, so even before I hit poly reduce. Is there a way to preserve the same UVs during unpacking? thanks!
  4. Hi, apologies if this has been asked before but I couldn't find an answer. I've done a crowd simulation in Houdini but now need to export to alembic so I can bring it into C4D as a necessity due to my company's pipeline. I've unpacked the agent primitives and had to run through a polyreduce node to create a sensible alembic, but I've lost all the UVs along the way. I'm pretty new to Houdini, please could I have some guidance on how I can export the alembic with the original UVs please? Many thanks!
  5. Thanks so much for the explanation Farmfield, it makes so much sense when you explain it and is really helpful to a beginner like me. That circuit scene is also awesome, I'm picking it apart to try and understand it better. Dude, thanks for the suggestion as well, it would be great to be able to customize the shape of it. By animating points along uv do you mean something like this? http://www.tokeru.com/cgwiki/index.php?title=Houdini#Slide_points_along_edges Thanks for all your help!
  6. Thanks very much Farmfield! That's a really nice effect, the setup is deceptively simple and I'm still trying to understand it. Would you be so kind as to answer a few questions please? What is the blast node doing please? It seems like it's deleting all the points, although my understanding is that there should be the first point left, but I don't see any points left. What does the convertline node do please? Or why do you need the restlength? I can see this is piped into second input on the pop network but I can't find any reference to this incoming geo in the pop network? In the pop wrangle node, I guess @P = minpos(1, @P); is to guide the particle to the nearest point on the surface? What is the thinking behind @v = normalize(@v) * 0.1; To myself it reads like you are reducing the velocity by a factor of ten every frame? Sorry for asking so many questions, I'm just trying to understand it so I can customize it. I would ideally like all the branching to happen on a plane so I guess I need to control the flow by using the right geometry. Thanks so much for your help!
  7. Forgive a beginner's question, but I'm trying to create a branching effect with particles that looks like data visualisation. Please see attached jpg for a crude drawing of what I'm after. I'm planning to emit points upwards from a surface, then have them clump together into one stream, then separate out again into branches before finally flowing into an animated chart / graph. I've done some initial tests with pop attract and found it really hard to use as the particles kept overshooting and bouncing back and forth, not really landing on the target. Any pointers in the right direction is great appreciated, many thanks!
  8. I see, thanks so much for the clarification!
  9. Oh wow. Thank you so much for that detailed explanation Jeff, I've bookmarked it and reading it through several times to try to understand. Another noob question if you don't mind. Why is the particle system stored in the popobject? Looking at the way the nodes flow, I would have thought the particle system is stored only at the OUTPUT null, since all the data has to flow through the pop and static solver? Obviously though when I put in "output" into the DOP import I get an empty scene. Many thanks in advance.
  10. Ah that's perfect thank you! I noticed you have to put 'pop' in the object mask field. Is that a preset variable to refer to the particles only? thanks!
  11. Thanks for the response. Unfortunately I can't hide the entire Particles object as I want the particles to render, however the pop network seems to be bringing in the collision geometry as well and making it visible, I don't know how to turn that off without turning off the particles. I've attached a scene for reference. many thanks! Renderproblem.hip
  12. Apologies for the really basic question. I'm doing a particle sim, and have introduced a model as a static solver to collide with the sim. How do I turn off the visibility of the object within the pop network so that it doesn't get rendered please? many thanks for your help in advance.
  13. Hi, I'm a newbie so please pardon my ignorance. I have an idea for an effect and I'm wondering how to even begin to think about building it in Houdini. I would like to create a realistic looking city (I've imported OSM and it works great), but have the buildings rearrange themselves, swapping their positions etc, while maintaining the overall map-like layout. So it's almost like a giant sliding puzzle. The overall effect feels like the city is breathing, a living organism. I would like to be able to keyframe this effect so I can control when it starts and stops, but the actual rearranging itself should be driven by maybe a noise. Any ideas, any pointers in the right direction would be greatly appreciated! Many thanks.
  14. Creating colour with facing ratio

    Wow this works beautifully, thank you so much for your help!
  15. Creating colour with facing ratio

    Hi, sorry if this has been asked before, but I'm a beginner and am not even sure how to begin searching. I'm trying to select the points on an object that are at a greater angle away from camera. Basically it would be as though I applied a Fresnel in C4D or a facing ratio shader in Arnold, and then deleted away all the black points which leaves me with the outer rim of the object. If I can control it by somehow shining a light on it to determine where the camera is that would be great. Any tips would be greatly appreciated, many thanks!