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  1. Hi guys, In a 2D shape, I need to retrieve the distance of every point to its boundaries, so I tried to use (a 2D) SDF, but it doesn't works properly. How can I fix it? Thanks for helping. Distance To Boundries.hip
  2. Hi all, can anyone please help me - I need to connect points in a certain order and then resample them to create the path with more specific/controllable bezier type interpolation rather than the default ouput of the resample sop as seen in yellow. Essentially I need a way to control the arriving/leaving orientation and the magnitude/stiffness, so beizer curves and handles in 3d would do the trick i think.. Been stuck on this for weeks would be amazing if someone can point me in the right direction - can i use the new curve sop somehow? the setup needs to be procedural and follow from the position of the points in blue and red. many thanks for any advice, H
  3. Hi, If a single curve intersects with itself, I need to divide/split it from where it intersects with carve sop. When I manually enter the value of "sourceprimuv"(intersectionanalysis) to carve FirstU , seems ok.(I don't know how to use attributes procedurally) 1- How do I automatically bind the sourceprimuv value to the carve firstu value? 2- How can I divide/split a single curve if it intersects itself at more than one point? file in attachment. Thanks in advance. intersection.hipnc
  4. Hello, I have quick question here, bases on the current situation. I've made a series of curves on Illustrator, and I'm gonna be feeding them to a File node. Problem is last point (or first, I should check on Illustrator) of every curve doesn't get loaded. Is this a common thing? I find it quite odd, and it's there from the File node; nowhere down the pipeline it gets deleted by some of the nodes. Any fix? I attach an image of the network, plus one with how the curve looks at these nodes. Thanks in advance!
  5. Hey all, I'm trying to recreate this trail-motion form-like thing... I was trying to do it with a sweep and a path but I'm not getting the nice interesting shapes like in the image. Does anyone else have an idea on how to approach this? here is my failed attempt so far (in the hip): odforcehelp01.hiplc Thanks!
  6. I’m looking for a way to go about connecting points based on a min/max distance. My goal is to skip connecting the points closest to the starting point, and only connect to points within the minimum distance threshold.
  7. Hi, I'm trying to offset points along a curve with a specific p vector... I'm pretty close but it seems to be shifting the point count randomly when it animates? You can see where the problem is in the screengrab.... Here is a test scene any advice or help would be much appreciated. pointsTest03.hiplc
  8. The documentation and the help note in the viewport say that in Edit Mode I can Crtl LMB on a curve to insert a point, but it's not working. Is there some trick to do this?
  9. Is it possible to distribute scatter points/spheres from curves? I want to try something like the curves in the photo. They're from this video. JBL “The Making-Of Chameleon” on Vimeo
  10. Is there an easy way to identify the dead-end branches of a curve network? so far i have a point wrangle that removes points if their neighbors are less than 2, but that is heavily depended on the iterations and it takes a lot of iterations to clean up a network from branches and keep only the closed loops. Any ideas?
  11. I have a grid or any geo and I need to join two points with a rounded curve is there a way to do this in vex ? Thanks hdni_vex_curve.hipnc
  12. Hi all, I'm learning houdini since a few weeks/months and I still have some beginner issues. I think I know the way to do it and it must be easy but I have no idea where to found what I'm looking for or what should I tweak. For this project I follow the basis from this tutorial: After that I wanted the ground to be a wall and the debris to fall another way so I changed the gravity forces and it was pretty easy to have what I wanted. For the next step I wanted to know if it was possible to import a curve like an .svg or .ai so instead of a straight line I could carve a simple logo or only one letter into the wall. But I tried and didn't found anything about importing bezier curves, or the one that I tried didn't go as planed. I think it will go with another question, like if I want to carve a 6. Is it possible that only the outline fall and to keep glued the hole in the 6 ? Also, is there a way to do like a box arround the wall and when some debris fall farther than the box they disapear to save some space on the .abc at the end ? Thanks in advance, sorry if it's too basic and doesn't belong here. I have attached my file but don't know if it's useful. Cheers ! FRACTURE_FOND_2.hipnc
  13. I want to sort the points of a curved object according to its shape, as shown in the attached picture. Is there any good way to do this? Question_sort.hiplc
  14. Hey all, I’m looking to receive some advice on a simulation I’m working on. My aim is to set up two fluid simulations following their own curve which leads to them both colliding and mixing together. What would be the best approach? Hope this makes sense! Thanks I’m advance.
  15. I have an HDA that i am using in Unity that outputs some meshes. How can i output a curve together with the meshes as its own gameobject? even if i put the curve in its own group (points or prims) it does not appear in the Unity editor
  16. Hey All, I'm looking to create a stroke on effect with multiple lines offset in time. I found a thread here that showed a technique for offsetting animated points in a foreach loop but I wasn't able to get it working with my current set up. I believe it's because the point number is changing due to the carve sop but admittedly I don't have very much experience building something like this. Attached is a file, I'd really appreciate any help or advice. Thanks! Line_StrokeOn_v01.hiplc
  17. Hello fellas, I have been trying to create a simple shape using the curve sop and then the intention is to convert to mesh, extrude it and use the ray sop. However, once I convert the curve to mesh, some of the polys on the new mesh overlap each other. I have been trying so many ways to solve this but so far I haven't succeeded. Attached are the images showing what i'm seeing here. Any help is much appreciated. Thanks!
  18. Hi guys, I tried to extract a curve from some scattered points (generated by attribute paint), but the resulting curve is not that clean. Curve's points numbers are not sorted correctly, so I can't resample the curve. How can I fix it? Thanks for helping. Curve from scattered points.hip
  19. Hi ! How to bend each curve in the direction from the center to the periphery at all points ?
  20. Hi guys, As you can see here, I deformed a curve using "Full Body IK" and "RigPose" nodes. How can I deform a geometry (Tube) with that deformed curve? Thanks for helping. CurveDeformationRig_01.hip
  21. Hello everyone! I recently made a setup to achieve magical smoke effect that orbits while moving. I shaped and animated a bunch of points that move along a custom curve. I want to make all those points orbit or twist around the original path (curve), something similar to curve force node for POP. I'm having some difficulties making this happen with VEX. I would appreciate your help. Cheers; Basic Shape.hip
  22. FFX Align To Curve HDA FFX Align To Curve brings a faster system for customizing orientation of geometry along the length of a curve. Working with point data directly, a user is easlily able to develop in realtime their desired orientation data. A clear adjustable guide system shows exactly which direction your geometry will orient towards once copied onto the processed points. Scaleable arrows reveal the primary tangentu orientation and travel direction along the curve. Auxillary normal and bitangent markers reveal the other axis orientations. Features include: - Guide scaling, opacity, and color. - Offset parameter to slide points along curve. - Reversible orientation direction - Roll, Pitch, and Yaw controls that can be varied over the length of curve. - Pscale (scale) point attribute that can be randomized and varied over the length of curve. - Cd (color) point attribute that can be varied over the length of curve. - Separate head and tail point breakout to allow for unique geometry from the main curve. - Plus other adjustment, and output options. Video Tutorial: https://vimeo.com/478682335 For more information please visit https://fendrafx.com
  23. Hi guys; I tried to deform a box using "GameDev Path Deform" as you can see in the image below which works fine but how can I fix the artifacts (penetrations) at the overlapping areas? (I mean I need to fix the penetrations and make a clean topology). Thanks for helping. PathDeform.hip
  24. Hi all, I was wondering, everything in Houdini is node base, right! So when we create a keyframe animation does Houdini creates on the back a node that holds the animation curve data? If so how can we access it? Thanks
  25. I would like to know how to create a series of branching curves which are created from dummy objects in Unreal's World Outliner. So you would start with a primary branch/curve, and for every selected actor, the HDA would create a secondary curve starting at the actor's location. Or I can simplify this by asking - how would you make an HDA that can generate any number of curves which will become editable splines inside of Unreal? Creating a single, editable curve for Unreal is working fine, but I want to create an HDA which will allow for any number of extending secondary curves. branching_curves.hipnc
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