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  1. Is there a way to keep continuous @name between pieces using Boolean Fracture separately? name.hiplc
  2. Hey ODForcers, I have this shot I'm doing for my reel. As you can see a bullet is going through a fish tank. I have multiple other issues with the current state of it, but here I just want to ask how anyone would make it so the glass breaks at the point of impact and then spreads around the tank over a few frames? I tried initially using a sphere that was animated moving through the tank from the left and having the two meshes (whole and fractured tank) booleaned then remerged. This would work except you get the seam of the sphere rendered as cracks which looks wrong. tank_forSUPASLOMO_048-karma1.mp4 Thanks 5D PS: I haven't attached the .hip as I didn't think it's nessecary for the discussion, please let me know if I need to.
  3. Dear ODForce krew, I am doing a bullet through a fish tank in slow mo. I have simmed only a chunk of the water for two reasons. First so I can have more resolution, and second as most of the tank would not be affected by the bullet, saving unnecessary sim time. I also have a procedural cuboid with ripples (frozen of course at this time scale), that becomes the rest of the water). Where the water is coming out (having chopped the FLIP mesh and cuboid down the middle) I can boolean them together, SORTED. However the other side where the water is going in I cannot figure out an operation to leave me with the cuboid's face and the indented water of the FLIP mesh. Any ideas or knowhow? Thanks in advance, 5D. NB: The cuboid is also essential around the parts of the tank that are not being affected by the glass because the interface of the glass and the water needs to be perfectly smooth, as if I use FLIP there and surface it no matter the smoothing it's not totally flat. NB2: Here's a pic of the glass shatter to help anyone understand what is going on.
  4. How do i get my edge fracture to look more like boolean fracture. I want to control where the cut happens The boolean fracture doesn't do well with vellum. I want the sphere on the left to have fractures like the one on the right using edge fracture. Can somebody please help me with this problem? VELLUM EDGE FRACTURE.hipnc
  5. Hello What I am eventually going for is a simulation where a rope extracts a tooth from a lion. Conducting a test here with a statue I am having problems just getting a boolean fracture to work at a precise position at the base of the tooth. I was hoping just to insert a grid across the base, and then make a boolean cut. It is kind of working, but the cut piece simply disappears. When that didn't work I turned to an Entagma lesson that converts an imported asset (stl file) to a vdb cloud, then back to polygons. But I can't even get a cloud as you can see here. Any tips on this one? lion.fbx nmd_forOD.v8.hipnc
  6. Hello everybody, I have a problem with the boolean tool. I have a cube and a font. I want the font to be inside the cube, but in the form of a hole. First I tried to subtract the font from the cube with the boolean node, but that didn't work, so tried to fracture the cube with the voronoi node first and then added a boolean node, but that didn't work either. Does anyone know a solution for this or can help me? Thanks in advance! This is what I want to achieve: This is my attempt with the voronoi fracture: This is my node tree: These are my parameters:
  7. I have some fracturing happening in a sop solver inside a dopnet on a simple booled piece of geo. I have the fractures working on the geo over time and all is good. The problem I'm getting right now is the bool is failing. It works as expected if I add a fracture to the geo before the dopnet, but I want the fracture to only happen in the sop solver using the conditions in there. Is it something with groups on the assemble node? or the boolean itself?
  8. Soft Boolean technology, which was previously part of Modeler for Houdini addon, is now available as a separate product. Soft Boolean tools allow you to stitch polygonal meshes with boolean operations and adding accurate fillets to the resulting geometry. Houdini node can be used with the classical procedural way as well as with the help of special shelf tools. Also, the node can be used in other programs using Houdini Engine. The package contains a plugin for Houdini and some scripts for Maya. Release video: https://vimeo.com/592734907 Product link: https://alexeyvanzhula.gumroad.com/l/iWQyT
  9. 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?
  10. 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).
  11. 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
  12. 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,
  13. 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.
  14. (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
  15. I want boolean outside camera area. How can i do?
  16. 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.
  17. 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
  18. 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.
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
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