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Found 87 results

  1. How to shape the points following a curve

    Hi everyone, I have some points that follow a curve and I want to control the shape of the tip of this stream of points. I want it to be like the tip of an arrow, so the points at the tip converge toward the center (so towards the curve). I guess I should use the @curveu attribute and a ramp, but I'm not sure.
  2. 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
  3. 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.
  4. 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
  5. Unity HDA output curve

    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
  6. 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
  7. 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!
  8. 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
  9. Hi ! How to bend each curve in the direction from the center to the periphery at all points ?
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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.
  17. 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.
  18. 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.
  19. 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
  20. "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
  21. 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
  22. solved. thx
  23. 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
  24. 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
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