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Found 6 results

  1. I am trying to separate geo that intersect. I am trying to do this with simulation. I am able to do this via the wire solver (File example) but I need to be able to separate more custom geo then just "tubes". What I want, is to first separate the geometry (custom geo), then take that geometry and use it with the FEM solver. I am not able to make the FEM or Grain solver push geo away from each other, when it intersects like I can with the wire solver. Is there any trick or something that I have overseen? I am able to push away points from each other via vex, but it is pretty slow, because it has to iterate over a lot of points, and run more then ones because some geo that is pushed, will intersect with other geometry, and it is not that easy to setup if I don't start with lines, but real geometry, (like geo from zbrush) wire_separation.hipnc
  2. Hi there, Lets say we have a bunch of packed primitives scattered in an area on the left side and a on the right side a geometry, like frustum. I want to detect all the packed primitives that even a small portion of their bounding box is intersecting with the geometry. I have one method of doing this but its not ideal, I was wondering if anyone knows an efficient and preferably with vex way to do this. Cheers, C
  3. Hey friends, for me as a beginner in Houdini it's complicated to understand what Houdini tries to tell me. Maybe someone could help with one sentence. I'm simply modeling for training purposes and try to make some parametric holes into a curved surface. Cylinder+Sphere -> extruded with back -> tubes intersecting! The Tubes intersect with the geometry as I want them to. It's also possible to add and decimate the number of cutted holes by simply adding rows to the connected geometry. So far so good. But in the next step I try to give the cutted holes a bevel at the edge. Houdini shows up an error! What does this error mean? How can I achieve beveling an edge when working with parametric models? I tried to convert it into a vdb but the resulted mesh looked terrible! Cheers, Sebastian
  4. Vector Intersection in VEX

    I have been losing my mind a little on this one: I am wanting to find the intersection point of two vectors in VEX (i.e. a version of the simplified Curvesect SOP). The goal is to implement this through and Attrib Wrangle node. At this stage I have tried implementing the solutions to the problem presented on the following forums but they are suited to 2D: http://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect http://math.stackexchange.com/questions/406864/intersection-of-two-lines-in-vector-form This should be a trivial solution but I have been way off the mark with my attempts. Any help is much appreciated! vector_intersection.hip
  5. Advanced Bubbles - Flat Intersection

    Hey guys, i'm trying to create that flat intersection real life bubbles have when intersect with each other. Like this: I've found an old topic about it (from 2006-2008) where the guy called Macha solved it (download hip) and it looks almost perfect but I don't really understand what is going on there. Could anyone help me to understand it? It's done using the old for each sop. Would it be better to use the new loop tools? Here's a couple of screenshots of Macha's setup: Thank's Alvaro
  6. VDB SDF Blending

    Hi All! I have been trying to create a smoothly blended intersection between two pieces of animated geometry by using VDB SDF's. The end goal is to have highly detailed geometry with blended intersection points that have a few controls to adjust how the blend looks. I was pointed towards the paper on Spiderman 3's Sandman showing the mathematics used on the levelsets, and then found GallenWolf's post referencing the paper and showing how to achieve the look within vops with isooffset volumes: http://forums.odforce.net/topic/17978-sdf-blending/ These were both extremely helpful, thank you! However, creating this setup with VDB's is alluding me! I don't quite understand how the math is working to blend the levelsets the way it is, so it is proving difficult to adjust anything that might be needed within the Volume Vop. I have also been able to isolate the intersection area with a vdbactivate, but I am fumbling a bit trying to figure out either the next step or if that is even a necessary step. When plugging the vdb's directly into the math from the original isooffset setup, I get a negative valued band where the intersection is happening, so something is working. The second VDB is completely lost at this point though. On top of that, the original parameters designed to adjust the radius of effect and such are not behaving in any understandable way for me. They seem to be adjusting something? I have attached a cleaned up version of the hip file I am testing with. Any knowledge anyone has on the subject would be greatly appreciated! I'm pretty sure I'm going in circles. Thank you, vdb_blend_v001.hip
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