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Found 81 results

  1. Convert curve to mesh overlapping mesh

    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!
  2. 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
  3. Hi ! How to bend each curve in the direction from the center to the periphery at all points ?
  4. 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
  5. 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
  6. FFX Align To Curve

    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
  7. 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
  8. Animation curve node

    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
  9. 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
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. "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
  15. 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
  16. solved. thx
  17. 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
  18. 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
  19. 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
  20. 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
  21. Hello, I need help trying to bend a bunch of curves into a tapered like shape. The attached image will explain better:
  22. 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.
  23. 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?
  24. Gradient along a curve

    Short video catering more towards beginners. Let me know what you think.
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