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  1. Hey, I'm having trouble emmiting random packed prims in an RBD solver. Wondering if somone can help me as I'm very close to the outcome I want. For some reason the geometry won't stay true to it's attribute "variant"? Anyways I attached the hip file if somone could please help it would be much appreciated! Thanks, RBD_help01.hiplc
  2. Hi. I'm currently working on vellum grain. I want to make the grain look like gravel, but i don't know how to proceed with copy instancing. So... I want to give detail to the grains of sand. If you have any good tips, please let me know. (If you have a good example or hip file, please share.) Thanks.
  3. Hey, I´m trying to sort and rearrange points based on their randomized y-scale attribute along a curve. Sadly I only manage to number these points correctly based on the attribute, but fail with rearranging them. I wish to sort them from smallest to highest. The best solution would be to make the distance between the points dependent from the attribute aswell. big scale = more distance between the points, smaller scale = smaller distance between the points thanks a lot already : )
  4. Hi, if you could have a look at this hip, I bet I'm doing it wrong cause it's very slow. It's 2500 boxes (copysop + stamping) growing up. I scatter points on a painted grid, fuse points to avoid overlapping, attributeVOP to randomize and add a fadeout effect. I'd learn a lot if someone could point out the mistakes. Might not be mistakes, but maybe there's ways to optimize. I'm not comfortable with coding yet, so I couldn't wrangle this, but if I'm not mistaken, VOP is VEX, so I was expecting faster cooking. Could it be slow elsewhere ? the copysop? I checked "packed geo bedore copying" just to see... still slow. Or before the VOP? I unchecked "relax "iterations" in the scatter node to speed up the scattering, in case it was cooking it each frame, but no. OR the number of boxes is the pb and there's no way to optimize? I doubt that as I've got heavier scene running smoothly. if you have the time, I'd appreciate thanks, cyril. optimizeBOX.hipnc
  5. Happy Monday, I'm trying to figure out a way to have each line on copy to points grow as the carve animation brings in that point number for the specific copy... I was trying to transfer the attribute with color but then blending was not working very well. Any ideas or thoughts would be super helpful! Thanks in advance. growHelp01.hiplc
  6. hello odforce, not sure if this is the right section but heck. As I as search the internet for tutorials I got some inspiration and wanted to try something. I saw a tutorial inwhere the pointsofvolume sop was used. I used a testobject for this sop and it worked. But know I thought, this should also work with animation. I had imported a fbx and wanted to connect it to the pointsofvolume sop. But I can't reach the fbx since the fbx is on obj level and the pointsofvolume sop in a geo. Im looking for a method to import the fbx in this geo sop. Can someone help me out? I have added a picture for clarity
  7. I want to copy the object to curve points with scale changed every nth point. I created a group by range but then objects are copied to these points only. How can I mix those two scales?
  8. The gist of the effect I need done is this. I need this Logo to start out fractured into a ton of pieces and off screen in all directions then I need the pieces to kindof suction in towards the screen center where they come together to form the full logo My current workflow is basically run the sim backwards (the logo starts off fully formed and i explode it outwards, then reverse the RBD sim) The problem when I reverse the sim I get a very harsh stop on each piece once the piece gets to its start pose I fix this sort of by running a jiggle or lag CHOP motion effect over the points after i reverse the sim, adding some overshoot to the sim so it overshoots the rest pose and then settles back into the rest pose the issue is now i get intersections with the pieces. Was hoping someone might know how i could maybe run another simulation on top of the reversed sim? Like have it follow the same motion but adjust for self collisions?
  9. Hello, when I right click a node and choose Actions / create reference copy I get what I want, but as soon as I copy those nodes into another subnetwork or another geo node further back in the object context those reference links no longer work. Everything is referencing the original node, which is no longer in the same geo network. Is there a way to create an absolute reference copy of a node I can move to another geo network and still have the paths reference back to the correct place? I feel like I may get a python answer to this question, however I am a coding novice. I don't yet know how to call a python script inside Houdini, or where to keep the scripts etc.
  10. Hello, I have a bunch of feather patterns that i want to be in order of a curve Right now I can make it to 3 version, but I have 6 so I couldn't figure out a cleaner way to do it So from the current curve point order I want to align feather pattern 1 to 5 and the last point will be pattern 6 I'm almost there just need a cleaner way rather than compare from 0 to 6 I hope I explained it clearly. Thank you for your time Ask_Copy_With_Variation_In_Order.hip Also right now I can procedurally place feather along the wing but doesnt have anything to create the S of curve at the end of the wing. If you think of anything I would love to hear
  11. Hello, After searching the forum I managed to get points from the L system's leaf Now I want to instance leaves to those points, but even the point has Normal direction right, copy to points not give me the result I want It just point to the same direction. Can you point me where I did wrong? Thank you CopyToPoint_Normal.hip
  12. Hello, I have a sphere where I am scattering points in the middle of each primitive, but the final output has the made all the cubes face in one direction. this is the desired outcome I want, but all the points here are scattered on each point but not on each primitive. Any help?
  13. My first post - YES! What would be the best way to use "copy to points" (or SOP / VEX alternative) that will copy random sized boxes (i.e. shelf of books of various thickness or a black of attached homes) onto the curve but move/offset the position so that the objects do not overlap. I assume I would need to use a foreach statement to do the check but. I watched a couple of tutorials on how to create a bookshelf but they assume that all the books are the same size and fit within the resample space.
  14. are there any ways to separate copytopoint meshes, I need to create an attribute for the center of each mesh
  15. Hi everyone, I'm currently trying to fit as many bounding boxes (from buildings) onto city blocks as possible. As the way described (I followed a tutorial on pluralsight) didn't provide me with the result I wanted (more tightly packed city blocks) I tried to combine other methods with it. The most promising approach seemed to be using the UV Layout node to pack as many bounding boxes onto the city block as possible and in later stages of the process "pull them to the streets" and save out the points of the bounding boxes, replacing them with the actual building geometry. The problem I'm now facing is the following: While the UV Layout SOP rotates, packs and prepares my bounding boxes fine on the city blocks, it doesn't affect the normals of the primitives I want to be packed. I'm giving them a normal of 1|0|0 and even though they are clearly rotated, the normal still points into the same direction. This results in a wrong rotation when I'm later copying the real buildings onto the points as only the changed rotation by the sim that pulls them to the streetside is applied to the normal. The rotation that was already there by the UV Layout SOP gets lost. The question now would be: Is there a way to somehow access the rotation of the primitives that gets applied via the UV Layout SOP? If no, does anyone have another idea how to rather tightly pack the cityblocks with geometry ? I can't seem to find another solution for geometry packing onto surfaces really. Any help would be greatly appreciated! Cheers Daniel
  16. i want to scatter points on a deforming mesh (a growing mesh) based on its curvature attribute. currently they are appearing and disappearing as the curvature values are changing (based on the deforming mesh) every frame. however i want them not to disappear once they are created and stick to their original position they were created (as closely as they can). PS: the deforming mesh is generated from a vdb sdf. i am using a triplanar UV on it. i would highly appreciate any tips and help.
  17. Like I was trying to generate some cloud by copy to point with one cloud input. According to the help file, packed geometry will certainly reduced lots of render resources because it will ignore the geo outside of the frame, but when it comes to volume, once I checked Packed Instance, all the volume disappeared in render buffer(redshift), there should be something wrong with copy to point ? Or do I have to manually output density attribute ? BTW, is there effective way to reduce volume noise in redshift? Thx !
  18. Howdy team. I'm new to the forum, so apologies if this is a daft question. I am following a FXPhD tutorial which has an old vers of Houdini and the nodes and parameters are sometimes different. In the exercise I'm doing, the tutor is copying some curves onto a grid mesh to make grass. He manipulates them, copies the curves to attach to the grid mesh with a copy to Geo node, then scatters them across the grid using a scatter Node. There is some scripting to alter the grass length etc. But the grid mesh Geo disappears. We can only see the grass. He gets the Geo to reappear again by checking the preserve Geo tick box in the scatter Node. This box isn't in my vers of Houdini, which is a current one. Does anyone know a fix to this problem? With mesh Geo disappearing when using a copy and scatter node to copy curves to mesh? TIn other words, the curves are grass and the grid mesh is the ground. The ground disappears and I don't know how to get it back. Any help appreciated. I'm a beginner. Thanks.
  19. Hello, I've been having trouble trying to replicate the "copy parameter/paste relative references" process of referencing parameters from one node to another in python. I understand you can write an expression in the parameter like: evalParm('../box1/tx') but I'd like to be able to do this in the python source editor. This chunk of code copies the translate x from box1 and pastes the value into sphere1's tx, however it doesn't connect the two like the expression above does. boxy = hou.node('/obj/testGeo/box1') ball = hou.node('/obj/testGeo/sphere1') ball.setParms({'tx':boxy.evalParm('tx'), 'ty':0.55}) Essentially I want the parameters to be linked so that if I change box1 tx, sphere1 tx is also changed. Any ideas on what I'm missing to make that connection permanent?
  20. Hey magicians, I'm building a procedural house wich I want some UVs, walls are based on copy to point cubes, I'm having issues to have all the cubes in 1 UV, will post some refs to explain: I tried playing with fuse to merge the boxes, using the autouv on the box before copying, after copying, also tried to make a vdb convert, UVs and transfer back with no luck Any thoughts on how I can get a general UV layout from these boxes? Thanks!
  21. Hi everyone, I'm trying to do something quite simple but i'm struggling with it. I have an imported pile of sticks, i want to take this pile and copy each stick to a different point on a grid, i know how to do this using the method of having each stick have its own geo node and pluging those into a switch and copy stamping them onto a grid, but i want to achieve this result without having each stick be its own node, as there are 214 individuals this would make for a very crowded network. Could anybody help me out? I have attatched my current set up, I am guessing I need to specify in the copy stamp that for each point it needs to select one of the 214 points which are being fed into it, but i'm not sure how to command this expression? Thanks in advance! Dbrs_wood_twig_T_rfkkwaa_LOD0.obj
  22. If i have 5 points all at the origin each with i different pscale, how can i move them apart along the x axis so that when I copy spheres to them the spheres will touch but not intersect? thanks in advance.
  23. Hey! I'm looking into a way of doing this sort of abstract models, and I'm copy/stamping cubes on a grid, driving colors from a map and the height of the cubes (from another map + noise) is piped into a copy stamp, it works fine but I find it very slow when the number of copies rises too much, it takes roughly one minute to copy/stamp 1 million cubes. I noticed is not multi threaded so I wonder if there's a smarter/faster/better way of approaching this cheers!
  24. Hey guys, new user here. I have a folder of objects built and exported from Houdini, and a bunch if random points scattered on a surface. I'd like to copy a different file to each point based on an index attr. I've gotten it to work using packed disk prims but not as full geo. The issue with packed disk prims is I loose all the existing attrs and groups in the files. Perhaps I'm going about this all wrong because it seems like there should be a simple solution. Any help you guys can give would be thrilling!
  25. Hello, Can you please help me a little bit? Lets say I have 8 points. four them are simulated. You can see them in the green circle. And I have another 4 close to them which are static points? You can see them in the red circles. How can I copy the movement of the animated point to the static points? I tried with attribute transfer in a solver node but I'm sure I made something wrong because it didn't work. Thank you Gabor
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