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Found 47 results

  1. I've scattered randomly sized and colored metaballs onto a grid (some of which merge), converted them to polygons and then boolean intersected them with the grid, to get colored slices as attached. The slices have color striations (attached). Does anyone know what's causing the striations and how to avoid or get rid of them so that I have flat colors?
  2. Boolean on objects mid animation

    I am trying to boolean subtract an object (cutter or object may be animated), and this object being cut should retain that new shape every frame after being cut upon leaving the cutter area rather than 'regrowing'(?) the original mesh. Am wondering if anyone has any ideas on how to achieve this or if this is even the way to do it (I would like to keep the mesh created at the cut as well).
  3. I want to use boolean to do soft body bellum, but I don't know what to do if I want to control the string part... I need your help. I also attach a link to the YouTube video that I referred to. Report post I need the part2 part of the video. vellum_duck.zip
  4. Hello, I am trying to do a boolean operation, I have a curve which uses a carve SOP to shrink or grow, I have used a polywire to give it some geometry and I am using this geometry for input2 in the boolean operation. But when I change the carve, the main object that is connected to boolean input 1, keeps disappearing and reappearing. Does anyone know why this happens? I am using a subtract operation in boolean. Thanks for you help,
  5. I am struggle how to remove the inner line after boolean for drawing contour. I know that line comes because of connecting primitive as same height, but the both side of points are not neighbor so they are random... If you know how to remove that line, I would like you to tell me.
  6. I want boolean outside camera area. How can i do?
  7. (Hello! first post, been learning H for a month, this forum is amazing) What I'm doing: a boolean between two polygonal circles produces a flat ring, I polyextrude it into a solid ring (Fig. 2), then polybevel the side edges (Fig. 3). 1) Problem is, when I try to subdivide it I get weird meshes like the one in Fig 4. It looks like the mesh coming from the boolean SOP is not 'joined/consolidated'. 2) How can I end up with edges where I drew the red lines on the beveled ring screenshot? I tried many combinations of join/fuse and other nodes, checked forums and docs but I can't figure out how to avoid ending up with a cheese wheel shape. Hip attached. cheers boolean issues.hipnc
  8. Hello Friends, Thank you for your time. I'm sure this is a very easy question, but for the life of me, I'm unable to get the result I want. I'm currently working on a dynamic stone wearing node. I'd like to be able to clip the outside corners with these little cutters. I've got most of what i want working, but I'm unable to get the cutters to have some variance in their alignment to the normals. So while I can have smaller or larger cuts, they always come out oriented to the normal, creating cuts that are equal on all sides. I want them to be more random. I should just be able to add slight randomization, but I can't get an attribute randomize to work, and have also tried an attribute wrangle that spins them around the main object's normals - which is cool, but given there is no detail on the cutter objects currently it doesn't serve any purpose. Does anyone know what I can do to add wobbling variance to the normals that control alignment of these pieces? Thanks again.
  9. Hi, I am new to Houdini and cannot solve this problem: I created two open circle objects (circle > sweep > merge). The dimensions are identical. I want to combine them and then bevel the edges. It looks fine before I apply the polybevel (Image: Polybevel_01.1 and 01.2), but with the polybevel applied, the result looks broken (Polybevel_2.1 and 02.2). It makes no difference if I merge the objects, or if I use a boolean node. Can anyone help me with this? Thanks
  10. hi all, This is a bread and butter problem, solved in many different ways....remove (cull) the outside piece primitives after a "Boolean Fracture". Ive been looking for a simple and fast VEX solution (not... for-each loop nodes) I found one that seems in the right direction as I love its simplicity. (was trying this in detail mode) If anyone has other or a more elegant VEX solution I would love to explore it, cheers int insides [] = expandprimgroup(0, "inside"); int outsides[] = expandprimgroup(0, "outside"); foreach(int inside; insides) { int success; string insideName = primattrib(0, "name", inside, success); foreach(int outside; outsides) { string outsideName = primattrib(0, "name", outside, success); if(insideName == outsideName) { setprimgroup(0, "inside", inside, 0, "set"); setprimgroup(0, "outside", inside, 1, "set"); setprimattrib(0,"Cd",outside,set(1,0,0),"set"); //small test using the colour break; } } } as usual any help appreciated.
  11. Hi all, I'm looking for a solution for an RBD Problem. I'm trying to generate cracks on Object with the shortestpath SOP, which than wil be used to animate the growth of the crack and also will be used to cut out the crack deformation on the surface. In the next step I'm trying to create a first fracture along this cracks. If I use the data I get from the shortest path, my Fracture doesn't work because the Geometry is not Fractured completly trough. If I modify my shortestpath to generate my cutting planes, my pieces don't align with the "modeled" cracks at all. I'm sitting on this problem for more than 2 weeks now made no progress and I'm out of ideas. attached is my setup and a file which shows the idea worj´king but on a Flat wall not a round 3D Object. I already check this Form for solutions but I only could find topics where people asked a similar question but got no answer or topics which are old and outdated. I'm trying to create something simular to the Topic below. If someone could find time to help me it would be very much appriciated. cheers Cracks_with_Fracture_help_02.hipnc dm_wallCrack.hip
  12. 2D shapes boolean issue...

    Hi; I tried to use boolean SOP on some 2D shapes, but the resulting geometry is not that clean. How can I get a clean result without unnecessary polygons? Thanks. Boolean2D.hip
  13. Hi all! There's 1 week left to register for my Mastering Destruction 8-week class on CGMA! In supplemental videos and live sessions we'll be focusing on some of the awesome new features in Houdini 18, and exploring anything else you might be interested in, such as vehicle destruction. For those that haven't seen me post before, I'm an FX Lead at DNEG, and previously worked at ILM / Blue Sky / Tippett. Destruction is my specialty, with some highlights including Pacific Rim 2, Transformers, Jurassic World, and Marvel projects. I've also done presentations for SideFX at FMX/SIGGRAPH/etc, which are available on their Vimeo page. If you have any questions, feel free to ask or drop me a message! https://www.cgmasteracademy.com/courses/25-mastering-destruction-in-houdini https://vimeo.com/keithkamholz/cgma-destruction
  14. Boolean shatter troubleshoot - failed

    Hello folks! I have a pre-fractured piece which is a watertight mesh (from the previous simulation) and cutting plate (grid with noise) and planned to do a secondary fracture. Direct boolean fracture is failed to cut them apart. Meanwhile, when I VDB remesh the pieces before boolean fracture it works like a charm. Here's the network. Fracture result: LEFT(VDB remesh before shatter): The cutting is working as expected. Mid(Regular remesher before shatter): The cutting is not working at all. Right (Original pieces): The cutting is not working at all. I tended to use the original pieces as I want to have the original UVs. But the fracture is failed. Any tips to prepare pieces to fit into boolean shatter tools? What's actually causing the problem here? Thanks! File for troubleshooting:Booleanshatter_TroubleShoot.hip
  15. Dust effects

    Hello, I'm trying to make dust effects like Avengers. I used color attribute by boolean and use pop with it. I'm struggling with generating pop and there is some lagging like the video I upload. How could I fit it and makes it looks right way of emitting particle as well? untitled.mov dust_effects.hiplc
  16. Hi Guys; I tried boolean SOP to subtract two geometries, but in resulting geometry there are some points that I need to clean up them. Is there any other SOP that cleans it up? Thanks. Boolean.hip
  17. Hi there, I'm working on adapting this effect to grow crystals on an animated character. so far I have created a color map which drives the density of the crystals, which i've bound to a mesh_density value fed to a remesh node to remesh the body of the character with bigger polygons at the centre and smaller ones as the color falls off, then divided it to get hexagons and extruded them out using some VEX that i've just guessed at, the zscale is calculated from the mesh_density but remapped a bit, and with some randomness applied: My main problem now is how to de-intersect the extruded geometry. I was thinking I could use a measure SOP in the loop and all the crystals into a large group and a small group, then cut the ones in the small group off wherever they intersect a larger crystal. Once I have this done the plan is to take the crystals in the large group and extend the loop for them so they can cut off at random angles at the top+some additional details as explained in the CGMonkey/Entagma tutorials covering minerals. So my questions are: 1. How to check for intersections in extruded geometry and bool a smaller group from a larger group 2. How to make the VEX in this wrangle better so I can control the random heights and fall offs with values and curves. 2. Will point deform work to stick this geometry back onto my animated creature? To be clear, my effect is a static encrustation of crystals on this lizard which is animated, I don't need to figure out the crawl on animation in the above video. Any help is very much appreciated! Thanks, H crystal_growth_001.hipnc
  18. Hi All I'm trying to use boolean detect ainsideb, on polygon spheres. ainsideb is in output Primitive groups, most of which is greyed out. There's a tick on A inside B in this list but the group doesn't appear in the geometry spreadsheet. The noise that I'm running on this group in the next node doesn't work. However, it does work on axbpolys and if I switch the boolean to Intersect or Subtract they work normally. Anyone know what the issue is or what I'm doing wrong? Thanks, Robbie
  19. Hello everyone For one of my scenes, I need to cut a 3D model of a human floating in space into several pieces. For that, I try to use the boolean node in shatter mode but I get strange results (see picture below : in the setup, I try to cut my 3D model with a bunch of deformed plane). However, the setup works on the PigHead test geometry. I tried to increase or decrease the number of points in my 3D model with a polyreduce and also to fix possible problems with a polydoctor but I still have strange artifacts and the 3D model does not cut well. I have attached the Houdini hip file below. Here is a link to download my 3D model : https://drive.google.com/drive/folders/1io36E7HHgM_PBOaQxmnjekwiH3Dpq_y9?usp=sharing Does anyone know how to solve this problem? Thanks by advance, Brazen Boolean_Shatter_Issue.hipnc
  20. I need to remove the edges of the circle that are inside the grid, and the edge of the grid that's inside the circle, and keep the rest, the outside edges. I tried boolean and divide didn't work. Any idea?
  21. Curves Boolean

    I'm kind of new to houdini so this question maybe very simple but I just couldn't find away to do it. how can I combine 2 curves into one and get just the outline like the image attached. I need to use it in a sweep SOP as backbone. I tried the Boolean SOP but it didn't work. Thanks Ali
  22. Hello! I am stuck trying to solve a problem. I have these aperture like petals that I want to disappear in a physically impossible way [see gif]. https://gfycat.com/skinnysneakyjaeger You can see in the photo I accomplished this using boolean. However, I cannot keep using boolean because it is affecting my material. I have a rest position on the "petals" geometry to keep the texture in place, but when the "petals" geometry starts getting deleted by the boolean sop, it starts making the material freak out slightly. My second idea was to use the same geometry I used for the boolean [third photo] but instead make it a have a matte material instead of boolean. This works, but it starts cutting out other geometry in the scene. Is there a way to make it so the object with a matte material only affects some of my geometry? Is there a better way to solve this problem? I want to avoid rendering out the petals geometry in separate passes. I also need to trick the visibility for some gears too, so I don't want 50 render passes. Thanks
  23. Boolean random seed per stamp??

    Hello, I'm trying to create some really basic glass debris (small on screen and limited in poly counts (games)), so instead of using material based debris (too directional) or voronoi fracture (too hexagonal looking), I thought I would use Steven Knipping technique and use booleans. -create one glass panel -add points -attribrandomize the points -copy to points grids for cutting -boolean scatter the glass panel with the cutting grids -copy stamp the panels ...wishing to use stamp to add randomness to attribrandomize. It works great except that I can't get the randomness of my stamp attribute to randomize the seed, so all panel look the same. I'm creating a rnd attribute in the copy stamp SOP with the following expression: rand($NCY) and in the attribrandomize under options tab>Global seed I enter: stamp("../copy6/", "rnd", 0)*12345 If anyone as a minute to take a look or has any suggestion that'll be fantastic!! thanks BooleanStamp.hip
  24. Any idea how Boolean sop fits with the new rbdmaterialfracture node in Houdini 17?
  25. Bullet boolean fracture with deforming geometry

    Hi Guys, I've been trying to create an rdb sim with boolean pieces where a dancing figure shatters and falls apart onto the floor. When pieces are activated I set deforming to zero. However, the pieces keep exploding off. I've made the shattered figure deforming with a "Deform Points" sop. This already seems to reshape the figure in a way that creates some artefacts. Perhaps this creates the intersecting geometry? I'm not sure. This doesn't seem to happen when I shatter with Voronoi. I'm not a fan of those pieces however. If it wasn't a deforming figure I'd probably next try to create some proxies with spheres and transform afterwards, but I don't see how I'd do that here.I tried to simply cut down the collision padding and shrink the pieces a bit, but still they explode. Could anyone give a piece of advice to make this work? Thank you! (Figure and animation have been supplied by the amazing Johnny Farmfield) fallapart_1.hipnc breakDancer_mocap_v03.abc
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