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Found 6 results

  1. Hi. I started using Houdini two days back. I come from architecture background. I have used Rhinoceros 3D and Grasshopper extensively in the last two years. So I have some experience in node-based workflow. One thing I cannot find in Houdini is to how to measure distance between two points. For example, there are two cuboids placed side by side with a little gap between them. I want to measure the distance from any vertex of first cuboid to the vertex of another one. How do I do it?
  2. I just downloaded Houdini's free version for the 1st time, and it does not look like as in the youtube videos or other places where I saw it. So it looks like that: and i don't know why. I deleted Houdini and install again and again and it is looks like this again and again. Please help me.
  3. I was just studying this tutorial, and had some question. It used Join node and check 'keep primitives'. and then use facet, check 'unique points' I understood that measure node can be used to those points perimeter but I didn't know why they check 'keep primitives' and 'unique points' in each nodes. after check 'unique points', facet's Point attribute was been same with Vertices. Why they had to use that nodes and made being same Point attribute and Vertices ?? Help me with understanding about 'Primitive, Point, Vertex,' If there has any tutorials about it, Pleas give me a links. Thank you and sorry for my poor English. I really wanted to know it
  4. hi everyone, how do i randomly colorize each object separately instead of each primitive? Thanks in advance, d
  5. I apologize in advance for the n00bishness of this question - I am still very new to Houdini, and though I am trying to find answers myself online, in some instances (like this) I don't know enough to know what to search for. What I'm trying to do: for a polygon, make the velocity attribute of each point effect the position of that point - i.e., actually make the velocity attribute have an effect. I have attached the file I'm working with. What it does is receive a model of a dress, group it into different parts (the stiff bodice, the main skirt, then the parts on top of the skirt (sash, ribbon and flower)). Then does a cloth style simulation of the main skirt only (using a spring node). Then using attribtransfer, the velocity of the points of the moving skirt is transferred to the points of the static models hanging over the dress (the sash, ribbon and flower). My goal is to have the simulation of the moving skirt, drive the movement of the non-simulated bits of material hanging over and around the skirt, so that the extra details attached to the skirt will move with the skirt (without needing their own simulations to work) - so that when the skirt bends and creases and ripples, the sash/ribbon/flower bend and crease and ripple as well. The funny thing is - the attribute transfer node works. The sash/ribbon/flower all receive their velocity values from the skirt (have proven this by using a vopSOP to color all points using their velocities). The velocity attribute and values are there for each point. The points just don't move - the velocity values are having no effect on the position of each point. I am sure I am doing something really obvious and really stupid - not ticking the right box or applying the right node to tell Houdini to apply the velocity to the point positions. But I don't know what obvious and stupid thing I am not doing, as I am still too new to Houdini. Anyone's help would be greatly appreciated. File attached below (Houdini 12 file), and obj being used can be downloaded from here: https://www.dropbox....11_sansCage.obj Thank you in advance. FTE_v003_clothSim_v001_newDressImport.hip
  6. [This is an accidental duplicate post - please delete. Real post can be found here: http://forums.odforc...-n00b-question/]
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