Jump to content

Search the Community

Showing results for tags 'Modeling'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 68 results

  1. Roof Capping Techniques?

    Hi this is my first post and I've only been using Houdini seriously for around a month. I'm creating a house builder procedural asset to assist in the development of a VR experience because a large number of buildings need modeling in a short time. I started with the video by Konstantin Magnus on Roof building, and have just been adding more detail. Currently I'm stuck on procedurally creating roof caps like in the reference image. I've gotten as far as getting an edge group from UV seams, cleaning it up to remove overlaps and sweeping it but I'm not sure how to get it to align to the roof and offset a little bit. Ideally I'd like to have a tiling texture on these caps. Maybe I'm taking on something too complex for my level of experience. Any help, criticism, advice would be appreciated. TLDR: How to get roof capping like in the reference image procedurally? HouseBuilder14.hiplc
  2. Hey OD Force, Decided to try and use Houdini 17 with HDM as my main hard surface modeler. Coming from a highly customized Maya set up. Is there a way to select an object, and run a "select similar" command. For components, it would select similar faces / edges / verts if the component had some type of symeterey (such as right vs left, top vs bottom,) For objects, it would select similar objects that have matching topology / bounding box volume. If more than 2 objects are select it woud select all objects in the scene by type such as poly objects, nurbs, etc I know at some point I would need to figure out a branching template for python commands, but to start, is there a select similar command?
  3. I`ve done negative polyextrude to have cutter for hollowing my mesh. I wan`t to have thin layer (few mm). Whole item is about 1-3 meters. I`ve done it in way: - boolean as surfaces to slice intersections - polyframe to group areas to select it manually and delete unwanted strips (as islands) - intersectionstitch to stitch raw areas after deleting strips (to have one shell mesh) It works but I wonder is there any better way for that (for removing intersections and stitch corners)? That final stitched mesh will be boolean cutter (negative) for positive original mesh. At the beginning I`ve started to play with IsoOffset but it was too heavy operation and It took too long. So that`s why I choose PolyExtrude. Other thing is IntersectionStitch node. I don`t understand why I should feed curve for it. I don`t unsderstand also that warning: “A triangle and curve mesh is required on the input for correct attribute output.”. What I`ve lost If I do not fed up IntersectionStitch with curve? Why I need those curve if final effect is good for me. It`s a bit strange becouse after IntersectionStitch I wanted to use Divide node to change most triangles to quads but It is not working. Nothing happened. So I feel that something lost during those IntersectionStitch. Thanks for any help. I`m basic Houdini user (I want to port my modeling from other 3d app).
  4. Hi all! I'm trying to make a Voronoi fracture based on points that are to be scattered on the volume running along the border, in a gradient fashion towards the center of the geometry. The idea is to use the points for a 2nd layer of Voronoi fracturing after the main pieces are defined. I know there is the density attribute to drive the scattering, and you can use a volume wrangle to define the density attribute, but how do I tie the attribute to each voxel's distance to the center? Ideally, it would be the distance of each voxel to a smaller copy of the geo, so that the density gradient is uniform and not stretched to reach the center from far-off parts. Is there a way to do this? Thanks!
  5. remove geometry intersection

    Hey guys i was wondering im coping geometry and the geometry is intersecting im traying to solve this with the intersectionanalysis sop that yields a primitive number so i want to delete the connected geometry that the intersectionanalysis sop said theres interesection i connected the copy to a wrangle and the second the first input is the copy the second is from the intersectionanalysis sop im having truble with the vex code , i suck at it the copy sop yields group outputs so i thought to take an advatege out of it so my code looks like this now int list = point(1,"test" ,@ptnum); string groups[] = detailintrinsic(0, 'primitivegroups'); foreach (string g; groups) { if (inprimgroup(0,g,@primnum)>1) { removepoint(0,@primnum,0); } } list is the second of the numbers from the array that intersectionanalysis sop yields its not the whole of the array because i think i dont need all of it to be honest im really lost and one knows the solution
  6. Hello everyone! I'm trying to create a futuristic UI in Houdini 16 for a live-action shot. The "control panel" area is meant to be curved and inclined so the character can "use it". What I want is to scatter on that surface a bunch of random GUI element, but the problem is that I don't know how to make those object follow the surface curvature. In the image attached I scattered a single point at the center of one panel area and gave the normal direction of the faces + v@up, then I use Ray SOP to make it stick on the surface. As you can see the problem is that the text (or any object) doesn't bend. Is there a way? I tought of a some sort of linear interpolation of spherical interpolation but it's too complicated yet for me so I ask you if you have a better solution Thanks in advance!
  7. Houdini For The New Artist

    Download the Course Files & Watch for Free at CG Circuit https://www.cgcircuit.com/tutorial/houdini-for-the-new-artist Hello ODFORCE! I'm very excited to share my first Houdini course titled: Houdini For the New Artist Houdini for The New Artist is perfect for anyone interested in learning Houdini for the first time. To keep things interesting, we learn about the basics while building "Alfred the Rhino" from scratch. If you're looking for an intro tutorial that gives you a bit of everything, fun to work with, and straight to the point - this is for you. Be sure to check out the full course and download the course files and practice along. Thank you for watching! Course Outline Intro 42s The Interface 12m 26s Setting up Our Project 12m 53s Utilizing Attributes 10m 47s Caching 8m 23s Applying Materials 9m 55s Adding the Backdrop 6m 41s Basic Shading Parameters 5m 36s Lighting 9m 30s Rendering 12m 29s
  8. hi! would anyone know where to start with modeling something like this? https://www.shapeways.com/product/JUND48994/3d-400mm-orb-of-life-3d-flower-of-life?optionId=40619997&li=marketplace seems like a copySOP to create a new circle curve at every intersecting point, but how to get the curve to adhere to the surface of the underlying sphere? thanks in advance! matt
  9. Zahia Hadid Architechture

    Hi guys First post Ive been following a few tuts from entagma and would love any input on creating something closer to this. My Houdini experience has mainly been lighting for film but i want to branch out into more of the fun stuff. Any ideas? Damien
  10. Polywire shape adjustments

    Hi there! I'm trying to add a certain shape to an object. (see image which hopefully explains it better ;-) the effect I'm trying to achieve is that the polywire should be bigger to the point and smaller/thinner in between. I did try it with a ramp but it obviously doesn't work. I'm still new to houdini and any help is very much appreciated! Thanks ;-) curve on object.hipnc
  11. Hi! I`m looking into creating a digital asset of procedural trees, with the idea being to generate a hole bunch of pine trees that you can scatter in a background of a shot for example. I`m sort off lost in the whole procedural way, and the L system is way to complicated for what we are trying to achieve all though that might be something to look into in the future. Also is there a way of copying a line with different length the higher up it goes? Lets say you have a line 8 units long with 10 points, I have grouped every other points and want to copy another line on the grouped points, but I need the length of line to shrink with each copy Any tips would be much appreciated.
  12. Grid Subdivision Problem

    Hello, i have been encountering this subdivision problem during the modelling process,i tried using edge loops but they won't solve the issue. What i also don't understand is why does it only happen on that particular corner? Thank you for time
  13. Hi, I'm trying to remove part of a sphere with a bunch of other spheres that I converted to vdb then to polygon to use like metaball and have a single geometry to use to "cut" the other one. Thinking (silly me) it would make it easier. if I switch the input of the Boolean node it kind of work, but I need the reverse of it. It was working great with the cookie SOP before. but I'm guessing new node require new workflow (which is fine, I just haven't understand it yet).:) The boolean node is giving me a warning "NonManifold edges in solid...pnumbersnumbers" I added a Clean sop afterward to try to fix it but no luck, I included my hip, if anyone of you nice people could help or point me in the right direction it would be much appreciated. I also attached the intended result, which I got with the cookie sop a long time ago. thanks SplashScreen01.hip
  14. I am trying to learn how to make a procedural building but I don't know the best way to apply windows and doors to the walls. I can use CopyToPoints to apply my components to the walls but if the component has a surface that is inset deeper than the wall, I need to use a boolean node to remove that part of the wall. The procedure that I have come up with involves using two CopyToPoint nodes, though. One to boolean out the wall and the other to apply the component. I doubt this is the best way to accomplish this task. I would appreciate a suggestion for how to do it the right way. TestBool.hiplc
  15. Using Bend in Houdini

    I need help with using the Bend feature in Houdini 16.5. I need to be able to bend a tube or cylinder-like structure in a couple of places. I have never used Houdini or any other 3D modeling software before. I know absolutely nothing about 3D modeling or associated software. If anyone can describe how to do this, I would really appreciate it. I have spent many hours searching tutorials and videos, but none of them are specific enough or they are too advanced for my skill level. Since I have no knowledge of how to model, please explain things as if you were trying to teach it to a monkey. Resources with extremely in depth tutorials for beginners is also appreciated. Thanks in advance.
  16. Is it possible to show wireframe on subdivided geometry (with "+" hotkey) in Houdini 16.5? https://s9.postimg.org/64077xehr/2018-01-20-090918_1920x1080_scrot.png
  17. Prevent destroying Edit SOP

    Can I prevent somehow deleting Edit SOP when entering other state with unchanged geometry
  18. Hi everyone, After a successful first edition in 2016, the Everything Procedural Conference on procedural content generation for games will return in 2018. We have speakers confirmed from leading AAA game studios, which will be revealed shortly. The conference is not all Houdini related but might be of interest to all. Location is Breda, the Netherlands, Europe. http://everythingprocedural.com/ https://www.facebook.com/everythingprocedural https://twitter.com/everythingproc
  19. Direct Modeling HDA

    I'm glad to introduce my new asset for Houdini 16.0 / 16.5.
  20. Robots in Hip (hip)

    Hey magicians, I uploaded a video with some RD for hard surface stuff, you can check it here: Hip file is in the video description Cheers
  21. How to get smoothed UVs at seams in new Subdivide SOP? It was possible in Houdini 16.0...
  22. Either you are junior, mid or senior, good at modeling, texturing or lighting... No matter what, as soon as you can show a quality portfolio, have interest for Moment Factory's projects (from pure 3D animation to hyperrealistic projects on a variety of multimedia platforms) and looking for versatility in 3D tasks, we have openings for permanent or contract. Here is our content reel: http://bit.ly/2rzJKbE Our works: http://bit.ly/2tJMlAB Please note for urgent matter, we will consider only artists eligible to work in Canada. Please send your resume or LinkedIn profile and portfolio or demoreel to julietb@momentfactory.com
  23. Hello friends. I would like to ask you for help. This is addressed primarily to those who want to model in Houdini. As you know, I developed an Asset for Houdini called Flux. I was asked by many people to sell the asset for modeling called Modeler. So I decided to ask you. Not everyone realizes that I decided to turn Flux into a full modeling plug-in with lots of features for both organic and hard surface. Now about the problem. I and my family now have a lot of debts. This happened due to our imprudence. I can lose my computer (and not only) on which I develop tools. I ask everyone who would like to model in Houdini, please buy the Flux 1.0 asset now. When I finish working on the Modeler, you will be updated to Modeler 1.0 for free. I ask for help. Thank you in advance and sorry for the unusual request. It's really hard for me right now( Gumroad link: https://gumroad.com/l/bIpqU or PayPal account for donation: marielucie8489@gmail.com
  24. Fancy font tools?

    Hello SOPpers, Are there any slightly more advanced font tools for Houdini floating around the internet? I'm looking for Illustrator style tools that will let one have fonts follow a path and also maintain distances and shape, etc.. Extrusion and beveling tools aren't needed for what I'm doing now but it could be useful in the future. Basically a Font tool for motion graphics. I can always roll my own version but it sounds useful enough that someone else has already done it. Cheers, Jon
  25. The title says it all... I would like to scatter some spheres (with different sizes) like I can do with the Spray Paint tool but making sure they do not interest... is there an easy way to do this ? In the image you can see what I did with the spray paint tool (+ a boolean cut)... the distribution and size is exactly how I wanted it, just I wish they didnt intersect! Thanks!
×