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Found 72 results

  1. Hi. I am trying to adjust the width of the curve I made. The curve was drawn using the'draw node'. But I am not sure. The center is the thickest and I want to make it thinner towards the end. What should I do? Thank you.
  2. Hi everyone!!! Started to study houdini. I have separate elements with velocity setup as I want, but couldn't find a way to add any one of them to drive flip fluid. How can I add a velocity of the mesh or curve or the volume to the flip fluid? Or maybe someone can share a tutorial about how it works? In the end trying to create a chocolate swirl or vortex. Thanks.
  3. Creating procedural curves

    Hi. I found a good resource. I want to make a curve. Curve like image. I would like to know if there is any other way that is easy to modify, other than how I draw the curves myself. Thank you.
  4. Hello; I tried to smooth 4 connected (using PolyPath SOP) curves by converting them to the NURBS curve, but it seems that it doesn't smooth the start and end of the curve. How can I fix it? Thanks for helping. NURBS.hip
  5. "Join SOP" issue...

    Hi; I tried to connect some curves using "Join SOP", but the result is odd! How can I fix this? Thanks. Join.hip
  6. Hi; I want to create a surface using two curves like the image below. Both curves are on the same plane (@P.Y = 0). What king of SOP should I use? Thanks for helping. Curve_01.hip
  7. solved. thx
  8. Hopefully this will be simple, but I'm having a hard time finding a solution. I have a simulated vellum string that's pinned to an animated point at one end, while the other end dangles freely. I want to "ignite" the string by having it disappear progressively starting at the free end (I think I already figured this out; All I have to do is animate the First U in the Carve node). However, I'd also like to have a particle emitter travel along the string at the same rate that it disappears, spitting out sparks to enhance the burning effect. How could one achieve this? In case my explanation wasn't clear enough, I drew this picture: And I included my .hip file. LitFuse.hipnc
  9. I manage to find a realistic way to position a train properly on a track. (see file attached) Wagon cannot simply be copied on an animated point on a curve as the centre is offset-ed in turns realistically. A path deformer is out of the question because of the deforming geometry This is my solution. 1) I created a 2 point line for each wagon 2) I path deformed the result 3) created a single point for each of those deformed line to copy each wagon onto, with proper vector for the wagon alignement I feel it is very complicated and i am curious for a better solution. If anyone interested to give his input. train_realistic_track.hip
  10. How to remove points from render

    I was following a tutorial from @librarian (a nice dude) but i stepped on the following problem: the points render and at sop level appear. I have everything exactly the same on my proyect as the tutorial and still they appear on sop so they end up rendering It should look like this: My proyect grilla3.hip Model solu2od.hipnc Thanks a lot
  11. Straighten Curve Segments?

    Is this possible with the current sop nodes or do i need vex for this? black is the input curve and blue should be the output. i nt to achieve the same result you have with a blast node but keeping the inbetween (orange) points
  12. Hello, I need help trying to bend a bunch of curves into a tapered like shape. The attached image will explain better:
  13. Smooth Curve Bumps

    I have some curves i want to smooth out but not everywhere. i need to keep the peak of every bump at the same height and ease in and out.
  14. Hi, I am a beginner level Houdini user and I am trying to accomplish an effect where I grow curves from source points on an object that are dynamic and respond to collisions/forces. An effect similar to this I found some really helpful things on cgwiki (here http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Grow_trees_with_particles ) dealing with grains, but I can't figure out how to have my curves grow from my source points while remaining attached. Anyone know a way to accomplish this effect?
  15. Gradient along a curve

    Short video catering more towards beginners. Let me know what you think.
  16. Hi, I have an issue that I have not been able to figure out. I need particles/fluid to follow a curve, which I know how to do easily, but this particular curve crosses over itself a couple times so using Volume Velocity and Curve Force causes to particles to divert off by grabbing on to a later section of the curve. (ref images attached) Is there a way to restrict them to the current section they are on so that they ignore the areas where the curve crosses over itself? I have not been able to figure out a way to do it so I thought maybe the amazing Houdini brains on here might have an idea? Thank you in advance for any help/suggestions you can offer!
  17. link two points with a curve in vex

    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
  18. Smoke follow (fast) animated curve

    Hey Everyone, i'm hoping someone could help me with this problem. In a nutshell, i need to move smoke down an animated path, so that it sticks really tightly to the paths animation, but with all the dynamism a smoke sim brings to the table, i.e. nice peeling away around all the edges etc - I have a fairly fast moving alembic curve - cached out with 10 substeps. (may not be needed but there if i do) - I am using pops with curve force to fire particles down the path, so they follow the curve closely. - Then im using the particles to source density, and also adding their velocity into the sim so that it makes the smoke move along the curve. - Im using a high dissipation value so that i can tighten up the expansion so you can really get a sense of where the curve is / maintain the shape. My issues lie generally in 2 places: 1. Where the animated curve is moving the most - the smoke / velocities struggle to catch up and i end up with a hard edge. 2. Where the curve is tangentially facing inwards in relation to the curve, the velocities 'add' the other way, also creating a hard edge. To try and illustrate what im after - if i could animate a regular smoke sim down a straight path and then warp it into an animated spline shape / spline wrap effect, this would be the best way to achieve it, but im really not sure if is possible - hence this approach. I have already tried upping substeps - but it didnt make any difference. My gut feeling is that the problem lies within how i am sourcing the velocity. I will point out that i am very much in my houdini infancy, so my ability to problem solve isn't great (yet!) Has anyone worked on a similar effect before, or does anyone have any tips/tricks/tuts on how to achieve what im after? Any/All help very much appreciated! Cheers, C SmokeAlongCurve.mp4
  19. Brick wall tool works when moving the spline in x and z direction but when moved upwards the rotation of some of the bricks is rotated in a strange way. BrickWall.hipnc
  20. Hi, I'm generating curves... I want with the "Group by range" select say the first point and offset it with $F, I have this done... for all curves doing the same.. But what if I want a random, in a way that offset of selection on every curve is different, I was trying to use primnum, but seems not to work... Do I need some "For Each"? And if so, how. Please and Thanks! Bretislav DontKnow.hip
  21. hello, i have a curve in 3d space with an organic shape and i want to resample it so it becomes jagged but maintaining its features. So i was thinking i should compare the tangent value of each point with its next one and if the difference is big it means the curve is changing direction so i keep that point. If there is no big change in direction i remove points. But i have no idea how to implement this in Vop or Vex, i am new to Houdini. Any ideas?
  22. Hi all, Is it possible to create a curve or a line from an animated object? E.g if I had an animated sphere, would I be able to generate a curve from its trail or path (instead of creating the curve manually) so that the curve follows it?
  23. Change a curve basis in VEX?

    I'm dealing with curve sampling these days and one thing I would like to is to set curves' basis through vex. But seems such is not possible, if I'm seeing correctly that those prim intrinsics are not editable: I can use indeed the Basis SOP to read the current basis and then edit what I want, I guess I could even pass a detail attribute to this field with a string generated in VEX... But not the most procedural way and doesn't allow specification per primitive. Anyone else been through this? Cheers
  24. Hi, i want to convert a polygonal line (created for test by scatter and add node) into a bezier curve with the freehand method -> all points are connected but the path in between is interpolated. (like if you draw a curve with the curve sop + bezier+freehand option) Is it possible to convert it? - i tried to add it into the curve soptoo but it doesnt change anything. Thank you for help, Phil
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