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Found 65 results

  1. My goal is to solve using finite solver for each copied geometry. Within my scene, I simply copied geo onto a sphere( the sphere itself uses finite solver), and then I would like each copied sphere to interact with one another while, at the same time, being driven by the main spheres FEM animation. In other words, I want to constrain the copied spheres to their points while each one of them interacts with one another. Any suggestions or fixes to my setup? Thanks! FEM_foreachcopy.hipnc
  2. correction the normal

    Hi, Guys. I get a problem when copy the line along a curve. As you can see from my screenshot, after i copy the line,some vertex number was different with other vertex, so if i skin them, the polygon show interleaving. I try to fix the curve normal before copy, but it still happen sometimes. Is any better way to revision it completely. Thanks. N.hip
  3. Copy SOP and Rotations

    Hi everyone. I'm hoping one of you clever people will be able to help me with this little problem I'm having. When copy-stamping objects onto some animated points, the copied objects are transformed along with the points, but they do not fully respect the rotations. I have a feeling the solution will require a vopsop, with some kind of vector math to get Y normal rotations, but my knowledge of vector math is very limited and I'm struggling to find an elegant solution. I've created a simple scene to demonstrate the issue. You'll see that the teapots do not rotate along with the grid that they are copied onto. Any help would be much appreciated! rotNotWorking.hip
  4. Hello! I am currently playing around with using COP together with SOP, and I have run into a little problem. Here is what I have done: 1. I have scattered points along a surface 2. Then I gave each point an attribute which contains a filename like "flower_1.jpg" and "flower_2.jpg" 3. With a copy SOP I put planes on each point 4. After that I put a material SOP wich overrides the texturepath with the attribute from the point 5. Everything works as it should. Now I am in need to faking shadows (please do not give me suggestions on other ways to do shadows, we do both know that it isn't really flowers I am working with ) The solution that fits my needs the best is to have a plane, rotated along the surface, with the same texture as the previous one. But this of course needs to be black and a bit faded. I have managed to do this in COP with a hardcoded texturepath, but now we have reached my problem How do I feed my point attribute with the filepath into my COP-network, and then retrieve the output so that I can use it as a texture? I have tried to search, but I have had no luck so far. I am thankfull for everything that can get me in the right direction Cheers! Joakim
  5. wierd copy rotation

    Hi, guys. I get a wired problem when i copy some tubes along a bend curve. I create the N along the curve by polyframe, so i can match the tubes along the curve, everything work well except the rotation. I upload two picture, as you can see, the last frame tubes have a different rotation between the first frame. The only way i come up with was add a stamp. If somebody can tell me what happen to the copy sop will be great. Thanks! copy_wierd_rotation.hip
  6. copy lights

  7. Guys, I haven't used Houdini in such a long time. Finally i have a project that i believe houdini is best to use for it. My boss is going to design a wall with different crystals hanging from it, in a pattern. I am attaching the pdf,dwg and dxf of one of the designs. I remember you can open a dxf file in houdini if you convert the dwg in lines in autocad. What i want to create is an asset or something that reads this dxf and places the crystals accordingly. Lets say i have 3 crystals A,B and C (different sizes) in 3d. I want to read my dxf and then copy/instance each model based on the dxf drawing. The reason i want to do this is because my boss will create a lot of options until he makes his mind and i dont want to do this manually in max. The download link for the drawings: http://we.tl/l1hEaLeF8S Thanks in advance, Valentino PS: crystal_A.pdf
  8. Hi guys, I’m new to this forum and to houdini I am working on a setup to fracture a tower consisting of a couple of pillars and platforms. My setup of the pillars basically looks like this: -geo -file -copy -foreach - subnetwork - fracture setup - subnetwork - glue setup -dopimport The goal is to have as many pillars to fracture as I want (on top of each other to form a tower), but the problem is, that if there are more than 1 pillar, the dynamics behave very strange (if one pillar is hit by something all of them react etc...). I think the problem is that the voronoi fracture creates a name attribute for each piece which is used by the dop network, but if there are 2 copies, I have 2 pieces with the same name. Maybe there is a way to name the pieces accordingly to their pillar (like: pillar1_piece01). I've tried using a connectivity node (before the foreach node) to create a attribute "copynumber" but I don't know how I can access it in the voronoi fracture node where the names are set. But this is just my assumption, maybe there is a whole other problem with this setup, but I hope that my problem is understandable and that somebody can help me out
  9. Hi guys, I'm copying spheres to a popnet, and have a BillowySmoke Material applied. In render, the particles seem to be swimming through a noise pattern, but, in fact, I would want the noise stuck to each of the particles. I tried adding a restPos to AANoise, with object space. Still no success.. Also, tried other spaces like camera, world - still no effect. Also, when I turn ON Do Noise of BillowySmoke, I get the same texture-swimming issue ( i.e Noise appears to be projected on top of my particles, when I need each particle to be textured by the noise ). Is there a way to get the texture attached to each particle/object? Any help would be greatly appreciated, 'cos I'm literally pulling out my hair as we speak .. Thanks, Arun
  10. Hello! I am currently trying to wrap my head around being able to transform (rotate) instance objects for sop copy and instance rendering. Basic stuff, I know, but I'm stuck and my math suck. I have a hard time grasping dot product, cross product, matrices and quaternions -> 3D transforms There are, as far as I can see, a multitude of attributes and options to do this, and I am wondering what would be best suited for my use? Some use up, some use orient. Basically, I would like to have the rotation options of the transform sop (x, y, z rotate) to work on a point instance where the normal direction is the "up" direction (think teapots standing on a displaced ground plane, rotating planar to the ground when editing the y axis). I've been through a lot of examples but I just can't make them work for my scene. Either the objects are flipped or rotation is happening on the wrong axis or objects are not rotating smoothly, or I am not able to figure out how to "flip" to the right axis when using N and up (usually +-90 degrees in x) inside the vop. Most of all, it needs to be stable on deforming geometry. Any example of rotation working in this scenario would be most welcome! Also, if you have a link to a good (basic level) resource regarding this topic, that would be awesome! Thanks.
  11. Procedural UV problem

    Hi, I've been struggling with this problem for a few days now and can't figure it out so would really appreciate some help! I'm creating a procedural city which is on a deforming (ocean) ground. Procedurally modelling it is fine but I can't figure out a solid method for UVing the buildings - it seems Houdinis UV tools are slightly lacking.. So, currently i've done the following: 1. City block layout from voronoi pattern 2. Deform this surface 3. Create a base for every building in the blocks 3. Extrude the buildings upwards So its very simple but since the buildings are on a deforming surface they are not straight and are constantly moving, UVing them is a bit tricky (unless i'm being very stupid). My initial methods were: Do extrusions and UV buildings while on a flat surface then somehow transfer them back on to the deformed surface (rivet sop, copy sop??). Problem: buildings must be copied back in the same order to maintain the city layout. Convert primitive normal vector to rotation matrix and align UV project (cylindrical) node to building UV project (Y axis) city layout then edit UVs of the building walls with each extrusion problem: effectively results in a Z orthographic projection for the walls so UVs must be horizontally unwrapped ​​​​Iterate through building walls and calculate the area of the each primitive in UV space and scale it based on the area of the primitive in 3D space After UV projection of the city layout, duplicate the primitive and layout the points along the X axis in UV space based on their length, then all extrusions will be in proportion. Then transfer the UVs from the duplicated primitive back to the roof of the building I've attached a slightly simplified version of my scene with annotations. Thanks very much, Mike texture_problem.hipnc
  12. Hello. I have a detail and I want to copy all points, the trivial slution is obviously to iterate through all points and add them top the GEO_Point array. One easy optimization is to make the loop multithread and copy the points in pages. But I was wondering if there is any function in the HDK to batch copy blocks of points from a detail into an array. Something similar to a memcopy wher you copy a block of data. Thanks. P
  13. Hi everyone I#m fairly new to Houdini, and i bet there is probably a easier way to solve my problem. So what I try to achieve: I have a curve with 10 pointsl. Now I would like to copy individual Spheres onto the points of this curve - but not all at once! I have a frame range from 160 to 180 on which I would like this effect to happen. Every 2 frames (x variable number) I would like to have one Sphere being copied onto the next point of the curve. (if $F%2, 1, 0) -> copy ..basically BUT the previous one should not dissapear! Nor do I want any others to appear. In the end after a number of frames all 10 points have 1 sphere copied onto them. I tried it with the Carve SOP but the point numbers vary and the "carve end" creates an additional 11th moving point. So this is not the sollution I am looking for. I also tried a "delete" SOP with an expression, but all I managed was the points appearing and dissapearing again. And I can#t think of any way to iterate over the curve points in a way that excludes the already copied ones. Please help! I am kinda stuck. Cheers
  14. Heya guys, I've been trying to sim a simple cloth - I setup a plane, ran a cloth sim and then I created a box, and copied it onto the cloth points. The problem I'm facing is that I want the boxes to follow the "rotation" of the cloth. It should be possible to do it because the point normals follow the sim correctly. Unfortunately if I have "Transform using Template point attribute", my boxes go WILD for a good few frames and then somewhat stabilize at some point. I think I've looked at every attribute there but couldn't find a way. It's the normals I think though, as if I pop up a Smooth SOP on N and go wild with the values I get some smoothing, but the movement is not correct anyway. Basically they "flicker". Attaching a simple test. Any help? Thanks test_stamp_cloth.hipnc
  15. Hey odforce folks! I am working on a pyro simulation and I want to have one burning object (sim1) to set annother object (painted with custom fuel) on fire (sim2). I am using 2 sims (or better said two solvers) for that because I want the two flames to look different (different solver settings for combustion and shape etc.) . So the two sims should interact in this way: I want the temperature of sim 1 to ignite fuel I painted for sim 2 (which also has a temperature attribute, but initially set to 0). Now my question: How do I get the temperature field of sim1 to ignite custom painted fule of sim 2? I hope I explained that somehow clear. Its a bit hard to put into clear words. Thx in advance for your help!