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Found 143 results

  1. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  2. Hello, I would like to get rid of these edges and keep the bigger rectangle. How can I do this? Thank you
  3. Sweep Control

    Happy Friday, I'm trying to re-create this work in Houdini... I was trying to achieve with a sweep and custom curve but wasn't able to get the variation like on the example attached. It just looked like a repeated pattern. Can anyone provide a push in the right direction. I'm sure it's a simple step Thanks,
  4. Hello everyone, I have a question about modeling the dry fruit. I manage to created the shape of normal fruit but cant figure how to create the dry version Does anyone have any idea to create this kind of shape? I'm pleasure to hear your suggestion And also what kind of attribute to can create such gradient in the flower photo? Thank your for your time Ask_Fruit.hip
  5. Hello guys. I'm a newbie of Houdini. I'm trying to make a procedural random cable node. Currently, I'm struggling to distribute geometry along curves that I created by findshortestpath. Roughly speaking, I have two problems. 1) I can't get proper normal direction on the curve. So It would be great If I get the same normal direction as my base geometry somehow and copy my geometry along the curve. 2) would it be possible to control the number of distributing quantities? I attached my screenshot in this post. Thank you!
  6. Hi everyone, I have a plant (leaf and stem) merged as one piece of geo with some dynamic animation. I'd like to animate the leaf separately and still be able to keep the current animation. Is there anyway you guys can think of that I could do this in a procedural way? any suggestions would be much appreciated. Even if you have suggestion on how I could do it differently from scratch that would be appreciated too. See attached file. Thanks in advance. philodendron_model_03_for_forum.hip
  7. How would you go about creating this accordion cone-like shape? I started with a cone obviously and tried the planar pleat but without success. Without using vex preferably. Any clues, direction or node I could try? Tx a lot
  8. Hello guys, I feel this has been asked probably a thousand times, but I can't really find a simple answer. I have projected this curve onto this surface with a Ray sop. I basically want to divide my geometry into two islands with this curve and delete the bottom part. Any ideas? Thanks a lot
  9. 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.
  10. [novice] Delete inner line

    Hello, I have nooq question I don't want to create lines in same object. So I know use the class to delete. But I don't know how to write it.. I attach my scene and screenshot below. Thank you Delete Inner Line.hipnc
  11. There are Erase c-plane elevation and Flip c-plane elevation options inside the Set Construction Plane menu. I suggested they allow changing an object's position along the c-plane z-axis. It sounds handy, but I can't figure out how exactly this works. Whatever I try nothing happens. How it works?
  12. Hi, I made a picket fence generator. I'm trying to create dynamic rails that will stretch from post to post based on a control curve. The length of the curve segment are in one loop, but I can't seem to get it to iterate properly. It only captures the last iteration and applies it to all. I'm using arclen for it. I've tried using details, but I'm definitely missing on how to integrate the two. I'm attaching the file, and a screenshot. Thanks for the help. curveLengthProblem.hipnc
  13. Hey guys ! I've been struggling for a while now on this guy... That's why I'm hopping finding a hero among all of you ! I want to model produrally this mushroom shape. I try different approaches, but so far nothing successfull. The thing Im struggling the most is to get those smaller leaves along those organics kinda veins... The overall veins structure and the small leaves are all connected. I join the hip file in the post So if any of you have some guidance feel free to share it proceduralMushroom_odforce_v1.hip
  14. I'm currently working on a procedural book model with controls to open/close it, flip through pages and whatnot. My issue is that I'm not sure how to bend the pages using MOPS. I'm really enjoying how easy they make any kind of transform operation relating to instancing of any kind, but I'm still learning how to make them deform geometry. I hope I don't have to switch to a Copy Stamp + Foreach Loop workflow, but if anyone has any feedback or thoughts, I'd love to hear them! I've attached a few renders and a video of my work in progress. D__Personal_Houdini_Book_0001.hiplc_-_Houdini_Indie_Limited-Commercial_18.0.532_2020-09-27_19-42-42.mp4
  15. Have Fun. some Nice Tricks and Files ..Thanks (Asia Students ). click on the right Menu to download files .. https://trello.com/b/7ftxZclJ/houdiniゆるゆる会
  16. As a newbie to Houdini 18 and about to start course in bricklaying, I was wondering if anyone had any advice or expertise in one or both of these disciplines. In my mind's eye I'm thinking that I could use the proceduralism of Houdini 18 using a grid system set to the measurements of a British Standards brick size of 215 x 102.5 x 65mm, and then use this grid as a template if I were to superimpose an image onto it. Then use coloured bricks (maybe to start with a monochromatic design just using white and black bricks). I know you could simply paint the bricks on a wall, but that's not what I want to do. There are also various types of how the brick is laid out in a wall that seem to be a standard (English bond, Flemish bond, stretcher bond etc). All these could be incorporated into a template. I'm an utter beginner at both though. This is purely thoughts swirling about in my head at the moment. I'm going through the basic tutorials now, just wanted to post a request here just in case a Houdini user would have useful tips and tricks that could help especially with regard to how to create a set of templates. Also, any courses recommendations appreciated too. Thanks.
  17. How to group prims by similar curvature

    Hi, I'm a relatively new user so forgive me if this is a trivial problem I'm trying to sort my mesh according to regions of similar curvature. My aim is to be able to iterate over each region and remesh it smoothly— Ideally, in a way that would preserve boundary points and leave the mesh water-tight. Below is a link to the work of a Houdini artist whose procedure I'm trying to reproduce on my own meshes. Any help or a nudge in the right direction would be much appreciated. I've attached a very simple hip file illustrating what I'm trying to accomplish. Thanks so much! Measured Partitioning_test.hiplc
  18. Procedurally split faces

    Hey guys, it's me again, I have another "complicated" question : is it possible to procedurally split faces with vex ? I'm modeling roofs, and I needed to split the top faces to get to and be able to get a triangle shape (by translating the created point on the Y axis). The edge divide sop makes a wonderful job, but sometimes it doesn't cut faces properly (it's very rare but very annoying). For now, I detect the bugged faces by counting the vertices on each face, and if one has 6 vertices then it's a bugged face; but I don't know how to split them procedurally. One method that came to my mind was making a python script that creates a polysplit node for each face with the split coords but it's not very efficient.. If anyone has an idea ! Cheers, edit : added a screenshot for a better explanation!
  19. Hello, noobie question. I have a model of a petal, I wanted to add some points and hairs, animated and did a vellum sim but the points/hairs snap out of the petals and fly off, I tried to use fuse but doesn't work. any ideashow to merge the objects so the points stick to the surface in the sim? maybe a rest position and then deform points? I don't know what would work. If any of you have any idea I would appreciate the help, thanks petalo.hip
  20. patreon.com/posts/38913618 Subdivision surfaces are piecewise parametric surfaces defined over meshes of arbitrary topology. It's an algorithm that maps from a surface to another more refined surface, where the surface is described as a set of points and a set of polygons with vertices at those points. The resulting surface will always consist of a mesh of quadrilaterals. The most iconic example is to start with a cube and converge to a spherical surface, but not a sphere. The limit Catmull-Clark surface of a cube can never approach an actual sphere, as it's bicubic interpolation and a sphere would be quadric. Catmull-Clark subdivision rules are based on OpenSubdiv with some improvements. It supports closed surfaces, open surfaces, boundaries by open edges or via sub-geometry, open polygons, open polygonal curves, mixed topology and non-manifold geometry. It can handle edge cases where OpenSubdiv fails, or produces undesirable results, i.e. creating gaps between the sub-geometry and the rest of the geometry. One of the biggest improvement over OpenSubdiv is, it preserves all boundaries of sub-geometry, so it doesn't introduce new holes into the input geometry, whereas OpenSubdiv will just break up the geometry, like blasting the sub-geometry, subdividing it and merging both geometries as is. Houdini Catmull-Clark also produces undesirable results in some cases, i.e. mixed topology, where it will either have some points misplaced or just crash Houdini due to the use of sub-geometry (bug pending). Another major improvement is for open polygonal curves, where it will produce a smoother curve, because the default Subdivide SOP will fix the points of the previous iteration in subsequent iterations which produces different results if you subdivide an open polygonal curve 2 times in a single node vs 1 time in 2 nodes, one after the other. This is not the case for polygonal surfaces. VEX Subdivide SOP will apply the same operation at each iteration regardless of topology. All numerical point attributes are interpolated using Catmull-Clark interpolation. Vertex attributes are interpolated using bilinear interpolation like OpenSubdiv. Houdini Catmull-Clark implicitly fuses vertex attributes to be interpolated just like point attributes. Primitive attributes are copied. All groups are preserved except edge groups for performance reasons. Combined VEX code is ~500 lines of code.
  21. Hey magicians, I'm trying to model this cactus (crassula kimnachii) So far I have modeled a petal, bended, duplicated and transform in a foreach with metadata iteration for the scale and a sweep curveu to control the profile: My question is, I have the bend at the beginning of the node tree, and I need to access the bend scale on the foreach, to use with the iteration so is closed on the top and opened at the bottom. The bend got its own capture region so im having a hard time to play with this on the foreach, this is the way to go? or there's another alternative to make it closed on the top and opening on the bottom? Another test I did is using a curly curve (line with couple controls in vex), where I plugged the curly on the foreach and controls the opening with the metadata iteration: Any thoughts to approach this? Thanks!
  22. How do you guys deal with assembling a scene in Houdini? For example, say I make a ceiling tile, a floorboard, some wall panels etc. as separate geo nodes. Is there a way to arrange these procedurally on an object level? Or should I be working on one big 'room' SOP with subnets? Is there a general way one should think about piecing nodes together?
  23. I've been learning a lot of vex over the past couple of months and this is my first real practical use trying to make a procedural tool. Let me know what you think! Next iteration is to add more curved lines using trigonometry instead of smooth. https://youtu.be/UsDpGrcrLhE
  24. Modeler 2020

    Product link: https://gum.co/KYCgR What's new: 1. The Modeler core has been completely rewritten. Performance, stability and UX are improved. 2. A hotkey system has been created. Hotkeys are now configured in a separate editor (Hotkeys shelf tool). The editor allows you to quickly configure keyboard and mouse shortcuts. Unlike other modeling programs, you can now associate any tool with any combination of keys or mouse actions. In a similar way, the mouse and keyboard are configured in Nevercenter Silo, but unlike Silo, there are no restrictions here. That is, you can assign absolutely any tool to the mouse. On the other hand, mouse tools such as interactive selection can also be assigned to keyboard shortcuts. Also, unlike the standard Houdini behavior in Modeler, you can use the additional two mouse keys X1 and X2 (Ctrl+X1, Shift+Ctrl+X2 etc). The Hotkeys editor has two default mouse layouts: 1. Standard - that works just like DM and the previous Modeler version - LMB to select items and MMB to drag them 2. Pro - which allows us to select geometry components with RMB and drag with LMB. MMB used to select invisible items too. 3. The interactive state system (add-on for Python States) has been rewritten from scratch. Many tools have become more interactive and have the ability to customize the node in the viewport. In addition, you can quickly create custom interactive python tools for your own HDAs. The mouse wheel now works more universally. In many nodes, the wheel allows you to change the Uniform Scale parameter. List of nodes that now use state tools: Soft Boolean, Insert Mesh, QPrimitive, Array, Hose, Bevel, Extrude, Bridge, Set Flow, Smooth Points, Thickness, View Deform. 4. Retopology tools (Topo category) have been redesigned. TopoDraw tool (Alt+A) allows you to quickly draw poly patches on the reference geometry. It has an ability to snap to existing geometry. Topo mode (Alt+T) now packs the reference model. This speeds up the entire process of retopology with millions of faces. The Push tool now works in the Topo mode, which allows you to get the desired result even faster. In addition, the Push tool has improved performance and stability. 5. The Insert Mesh SOP was redone from scratch. It has interactive tuning, better performance, and more accurate results thanks to improved normals. 6. The Deform menu was merged with the Align menu and renamed to Transform Menu (Z). 7. The Relax tool renamed to Smooth. The tool is completely redesigned and takes advantage of Python States. Using the Smooth tool, you can smooth points or polygons in a standard way. On the other hand, the edges are smoothed as separate curves. Combined with interactive enhancements, the tool allows you to quickly fix messy areas. 8. Tools that create modeling nodes were removed from the Modeler shelf. Only general tools are now on the shelf. Direct modeling tools are now called from the Modeler mode. Added shelf tools: Delete Node, Merge Nodes, Stash History, Pack History, Clean History и Delete Attribs 9. Added a new tool Repeat Node Parms that allows you to apply settings from previously created nodes of the current tree 10. ToolsPanel (spacebar) renamed to Launcher. Launcher tools have been re-sorted and have a new Mouse section for interactive tools like selection or dragging 11. For Bevel, Bridge, Extrude and Smooth tools separate nodes were created 12. Bevel, Extrude, Inset, Smooth, Thickness hotkeys can work as sticky keys. That is, the call of a hotkey, for example, of the Extrude tool, leads to an instant change of the extrusion value before releasing the key. 13. Added Inset tool that uses Extrude SOP. In contrast to the Extrude tool, the first time you start Inset, you can change the inset with LMB. 14. The Lattice tool removed. It is now replaced by improved View 4 and View 9 (View Deform) from the Transform menu (Z) 15. Tools for a quick preview of the subdivided geometry were created: Preview Subdivide (Alt+1) и Preview Subdivide Wire (Alt+2). Standard viewport subdivision and instance subdivision (Symmetrize Tool) ar assigned to Alt+3 и Alt+4 respectivelly. 16. Select By Normals mode (6) allows you to select components based on normals 17. Local transformation tools have been added to the Transform menu: Local Move, Local Rotate и Local Scale 18. An Extend (Y) tool. This add-on to the Extrude tool allows you to quickly extrude edges and polygons using handles. 19. The Bridge Connected tool returned from the DM package 20. Slice, Clip and Mirror tools have the ability to set the initial origin based on points selection center 21. On the next call, the Delete tool changes the node so that it deletes unselected geometry. 22. The KitBash tool now offers to automatically create a KitBash panel if it is not created 23. Shift+Double Click can now replace the geometry of the current Insert Mesh SOP with the geometry from the KitBash panel 24. Combine and Boolean now offer to select nodes at the object level if the tool was launched inside the SOP container 25. Set Flow creates more accurate geometry in unusual situations. 26. Added a Point Weld tool (Alt+W) for interactive point stitching 27. The Soft Boolean SOP can be configured interactively. It also has a slightly improved performance. 28. Collapse History (Left) renamed to Pack History 29. Many tools are assigned to new hotkeys. The ToggleCompass tool is now called with the Backspace key. 30. The Edit Mesh shelf tool now renamed to Modeler 31. Modeler now moved to the package Houdini system instead of using houdini.env
  25. Cant close cracks in subdivide node

    Hey there! I am newer to houdini so this may be an obvious question, but I am currently working with a mesh that i would like to have part of it be a higher subdivided mesh so I can add parts of high detail to the mesh without having the entire thing be made of millions of polys. I was able to get that to work fine but after I subdivide the mesh using a subdivide node the option to close cracks is greyed out and it won't let me close the cracks that are created. Does anyone know why, and how can I use the close cracks function?