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Showing results for tags 'copy to points'.
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Hi guys, The "Copy To Points" SOP needs objects to be located (and oriented) on the {0,0,0} coordinate of the scene (grid), to copy them properly. As you can see in the image below, I have a curve and I need its point with "ptnum==0" to be located exactly at the {0,0,0} coordinate. I don't think the "match-size" SOP can handle this. Any ideas to achieve this? Thanks for helping. Transform_to_Center_01.hip
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Hi guys, I scattred several geometries (lines) using "Attribute From Pieces" + "Copy to points" SOPs on some animated points. The problem is, on the "Attribute From Pieces" SOP, when I set the mode to the "Cycle", everything is ok, but when I set it to the "Noise" mode, it starts to changing each piece's name over Time. (And when I use not-animated points everything is ok, too). How can I fix it? Thanks for helping. Attribute From Pieces.hip
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- noise
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Hi everyone. My first post. I`m sorry. I cant post Hip file. (NDA reasons) I have scene, where I need to copy to points exact amount of pigs (varies between 8-20 - weighted distribution) Everything is ok, but now I need to rid off self penetrations. Is there an elegant solution to this problem? (Maybe VEX magic - loop through objects, then move a bit) I tried following methods so far: 1. Set pscale by Volum Spheres: It`s legit method, but it works best in 3D. I think it`s little bit overkill. 2. Houdini Simon`s method of subtraction. Its slow (I`ve found HDA which does the same, but in VEX - link: https://mcworldkit.gumroad.com/l/CollisionsRemoval) I don't have full control how many pigs will be removed though. Thank you for all your help
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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
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Hello. I was wondering, is it possible to convert already packed and instanced geo from a copy to points sop into an Arnold readable packed geo type that I can export to an .ass file? Thanks.
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- arnold
- packed geo
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New Houdini Workflow Tutorial! In this video, I take an in-depth look at: - The Copy to Points node - The Variant Attribute - Packing and Intrinsics - Rest Position and calculating it for moving geometry - Loops - And a lot of tips and tricks for automating and optimizing the process.
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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
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Hi there, I hope somebody can help me I have read so many threads and tried so many things and I can't seem to get it right. If i have a very simple setup, like a grid on a copy to points, being copied to another grid. so say there's 9 grids with 1 face each. How do I tell the arnold shader to assign a different texture at random from a folder to each prim ? For example say I want to texture the windows of a building. and i have drawn 10 images of people lounging around with different layouts. and I want to randomly assign those image textures to however many primitives I have in the windows group etc. Any help would be much appreciated.
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So i want to make a pillar but a i have a problem when i copy object to points they need to have de same angel as the surface but then this happend. can someon help me with this?
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I'm trying to randomly copy/instance a bunch of objects into a scattered point-cloud using the new "Attribute from pieces" and "Copy to points" nodes. I want to manipulate them in a simple DOPnet sourcing them with "RBD Pack Object" and solving them using the "Rigid Body Solver", but the solver doesn't seem to find the neither the "name" attribute or a compatible geometry. I can't figure out what is wrong with it. Can anyone help? (tried with SOP level RBD solver and it works fine. still i want to use a DOPnet) thanks in advance. (using Houdini 18.5.408 on win10) swarm-01.zip
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Hi all, I'm going crazy trying to figure out what I thought was a simple and common problem to solve. I'm creating a walk-cycle of a man covered in flapping rectangles of paper. I'm scattering 1500 points over a mocap biped in a t-pose, interpolating the points on the animated version of the biped, creating a planar patch, defining pins, copying the planar patches to points, and then doing a cloth simulation with vellum (with biped and self collision). This all works just as suspected - awesome. The problem is, when I copy the planar patches to points they intersect with each other and they intersect with the biped on the first frame and stay like that as a result. I've tried a for each point loop with intersection analysis to remove planar patches that intersect but it would calculate on each frame (as opposed to only the first frame as I'd like) and was a big mess. I'm a novice and don't know what to do having spent a whole day trying to research/experiment. Please advise me on how to resolve this - would really appreciate it.
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Hi, So I've got a bunch of particles that die after 1 second. On these points I have geometry copied on it. The first second the geometry stays and the animation looks fine. But right after some particles start dying and are removed. The geometry jumps to other points and cause the animation to look weird and flickering. My guess is that if a geo is copied on pointnumber 1, and this point is deleted. Another point becomes number one and therefore the geometry jumps to that point. Both have a different id attribute. So I'd rather want the geometry being copied by @ID instead of the pointnumber. So that when that point dies the geometry is removed too. How can I do this? I've added an example file. Particle Copy example.hipnc Thanks in advance M Particle Copy example.hipnc
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- copy to points
- particle
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I have a simple set up that is copying multiple files from a switch node into a copy to points loop and randomizing them. I would now like to export them out of Houdini so I can use them in my C4D Scene, however when I export them out they all come in as one object. Is it possible to export them out as one object, but when I open them in C4D they are split into sub objects by the file name I am using in Houdini? I have tried using an unpack node, but houdini is saying there isn't any packed geometry. Any insight or advice would be appreciated.
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Hello everyone! I am trying to do a simple thing but it seems like I am missing something. I want something similar to this: But instead of controlling it by pscale, I would like to take the bounds of my instancing objects and make them get away from each other if the bounds of the instanced object is bigger than the distance between the points, or maybe deleting them as well. I am trying to do this just to scatter some crowds in a field, is there is an easier way to do that, it would be nice to know as well as I am quite new to crowds. I am attaching a simple example file of what I am trying to do. Crowd_RND_01.hip
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- instancing
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After packing geometry, if I use this VEX snippet to edit the pivots I get predictable results: vector pivotOffset = chv("manual_pivot_offset"); vector pivotCentroid = primintrinsic(0, "pivot", @ptnum); vector newPivot = pivotCentroid + pivotOffset; setprimintrinsic(0, "pivot", @ptnum, newPivot); @P += pivotOffset; If I check "transform using point orientations" in the copy to points SOP and pack the copied geometry, the pivot will move according to the custom offset, but the object moves in a different direction. How can I solve this?
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Hi everyone. I have a RBD sim that falling some geo's. And I wanted to copy some geo's to their centers. But theese geo's has no rotation data. How can I copy the rotation data of sim ? I tried to tranfer orient and w attributes and it doesnt work as well.
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Hello guys, theese days I'm working on a project about swarm behaviour of fishes. I made a particle setup, than I copy to points node for change particles to animated abc. But I have an issue about it, the movement of fishes are so noisy. There is any way to do it make them smooth, and more natural. By the way, sorry for newbie question. Thanks for attention. fishes_swarm.mp4
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Hi, I`m trying to create a SOP node, that basically does the same thing as the copytopoints SOP in Houdini but with a Box deformation added to it. Now I was able to copy the detail from the second Input into the gdp, but I find myself unable to access the newly added geo to actually offset it to the corresponding point in the first input. I want to add that I am a noobie when it comes to HDK (as you can probably see) and any help is much appreciated and thanks in advance. OP_ERROR SOP_copyPTs::cookMySop(OP_Context &context) { OP_AutoLockInputs inputs(this); if (inputs.lock(context) >= UT_ERROR_ABORT) return error(); const GU_Detail *firstGDP = inputGeo(0, context); const GU_Detail *secondGDP = inputGeo(1, context); UT_AutoInterrupt progress("still copying..."); duplicateSource(0, context); GA_RWHandleV3 Phandle(gdp->findAttribute(GA_ATTRIB_POINT, "P")); GA_Offset firstPToff; GEO_CopyMethod copymethod = GEO_COPY_ADD; GA_FOR_ALL_PTOFF(firstGDP, firstPToff) { if (progress.wasInterrupted()) break; gdp->copy(*secondGDP, copymethod, true, false, GA_DATA_ID_CLONE); UT_Vector3 Pvalue = Phandle.get(firstPToff); } Phandle.bumpDataId(); return error(); } i got it to work! (propably a pretty bad way to do it but it works) (orientation is working as well now but its not in the code down below) I am still very interested how experienced users would have written it. :S GA_FOR_ALL_PTOFF(firstGDP, gridPoints) { if (progress.wasInterrupted()) break; GU_Detail *newgdp = new GU_Detail(); GA_RWHandleV3 newPhandle(newgdp->findAttribute(GA_ATTRIB_POINT, "P")); newgdp->copy(*secondGDP, copymethod, true, false, GA_DATA_ID_CLONE); GA_Offset spherePoint; UT_Vector3 pointPos = Phandle.get(gridPoints); GA_FOR_ALL_PTOFF(newgdp, spherePoint) { UT_Vector3 spherePos = newPhandle.get(spherePoint); UT_Vector3 addedPos = spherePos + pointPos; newPhandle.set(spherePoint, addedPos); } gdp->copy(*newgdp, copymethod, true, false, GA_DATA_ID_CLONE); }
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Hi, I'm trying to randomize the uniform scale of some spheres which are being copied to points. However, nothing I've tried is working. The best result is using a transform node, but all the spheres merely scale to the first parameter and ignore any type of randomization. The attached file currently has an app wrangle using some vex to randomize pscale that was defined in an att created node, but it's throwing errors I don't understand how to fix. Thanks in advance... wk5_terrain-02.hipnc
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- copy to points
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Hi there! I am trying to make a simple example of RBD, so I duplicate the Pighead using copy to points and I want to see them crashing with the objects, but they are all stick together and I don't know how to make them to collision individually. Any clue? I hope you understand what I'm trying to do, I have attached my scene. thank you all! test.hipnc