Jump to content

Search the Community

Showing results for tags 'delete'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

  1. Hi, it is possible remove hair constraint manually? I need to cut rope in few places but I cant find how it works. Information only about weld constraints. Thanks! vellumHair.hipnc
  2. I have a resampled line and I'm gonna delete some points on that, why removepoint does not remove primitive anymore in houdini 19?
  3. Hey magicians, I'm watching a presentation by master Akira Saito where he uses: 1) a sphere 2) mountain noise 3) vdb 4) remesh 5) clip and mirror but cant figure out how he delete edges and flatten (he uses his own tool) Here's the part of the presentation: Any thoughts? Thanks!
  4. how can i delete/create nodes in a locked hda from the python module? i am using a button with a callback script that runs a delete() function for n in node.children(): n.destroy(True) i get an error message that i don't have permissions because the asset is locked. Is there a way around this? callback_parm_kwargs_hda_node.hip
  5. Is there a way to procedurally select primitives that are inside a mesh? I tried mask by feature and ray but cannot find a way to select the inside primitives. In the images I show the primitives that are inside (selected manually).
  6. Hello, I have a sim set up using flip objects with geo copied to points. I want to be able to delete 5% of my points every frame after a specific frame, so there is a gradual deletion. I referenced this post which triggers from frame 1. https://forums.odforce.net/topic/29024-delete-5-of-points-every-frame/ Can I achieve that same setup, but trigger it from a specific frame number, rather than from frame 1? I'm a beginner and still getting my head around vex. Any help is appreciated. Thanks.
  7. Hi. Guys. I got a huge work to do, there is a fbx file export form max,when i import it to houdini, it include too much parameters on Geo interface form max. So i want delete it all since it was useless. I make a sketch show what i want to do. I just want to remove the ss parameter form interface, not just delete the keyframes or expression. If there was something like hou.parm().destory() modules can do this. Thanks.
  8. Hello, I am stuck on this. I have been trying to sort points from left to right and follow the sequence. I used the sort node but it is not sorting as I want it. How can do it? Please find the image attached below
  9. Hi everyone, Let's say I have some particles following a motion path. Towards the end of the sim some particles start to be too fast. Since for the scene I'm working on the number of particles has to be constant from first to last frame, how can I delete them from the beginning? It's a big sim so I can't delete the manually. Thanks!
  10. Hi; How can I delete smoke which enters inside a geometry (volume)? Thanks for helping. Smoke_Erase.hip
  11. Hi ALL! Im a bit stuck. There are serveral ways to delete everything outside the camera view, like group by volume based on camera, uv texture based on camera view. But I cant figure out a way to use a method to send rays to all object facing the camera and delete everything thats has no first hit attribute. e.g. I have a autocad model and I dont even want all the inside objects that are not visible for that shot. Can someone lead me to some good starting point / hip / anything that can help? Thnx in advance
  12. Hello, newbie here. I'm following an old tutorial and in order to delete closed/un-closed primitives the guy created an attribute called "closed" which is then referenced in a delete node. He uses $CLOSED in the delete node but when I do the same it shows it as an error. Is this a deprecated way of calling the attribute? I tried @CLOSED instead and that seamed to work but I have troubles further down the line and I'm trying to figure out if this makes a difference.
  13. Hello guys, how i can keep only rows after bool SOP. See image attach. Cheers!
  14. Hello! Would someone mind telling me what I am doing wrong? I wanted to delete some points from a flip sim by id. I went to a frame where I could see all the points I wanted to delete, then dropped a timeshift and froze to that one frame. I grouped all the points I wanted to delete and then blasted not group. That gives me a static frame of all the points I want to delete. I created a point wrangle will all the flip points going into my 1st input and then the points I want to delete going into my 2nd input. In the wrangle I typed: if (@id == point(@OpInput2,"id",@ptnum)){ removepoint(0,@ptnum); } For some reason that is not working. If I change the first line from @ptnum to an actual point number like "23", then it works perfectly. Since I want to compare all the points I am putting @ptnum. What am I doing wrong? I also tried just adding a blast node with this as the group to delete: @id=`point("../blast1/",@ptnum,"id",0)` Thanks delete_by_id.hip
  15. Hi everyone, I am trying to find an automated way to clean up some CAD geometry that I have. Retopo is no problem, the only issue I have is that the model has a lot of interior geometry that I want to get rid of. Interior and extrerior are connected !!! So I was trying different things without getting a decent result. I am thinking that one should send out a ray along the normal and see what it hits. Ideally multiple rays at varied angles to be sure. Outside points should hit pretty much nothing. So how do I do that? I dont know if a gather loop is a good option. Anyway, I could bot get that to work on sop level. Any help with this would be truly great. Thank you very much in advance.
  16. Hi all i am currently making my graduation project in Houdini which is a tool that should be able to create a city procedurally. I am still quite new in this area so i am not sure how to solve this problem. I have created points by using a scatter with color as density so the point positions resembles the roads i want to make, next i have made polylines depending on the distance of the points and i have been able to clean most of it with a fuse. My problem is that i want to delete the last polylines that doesn't belong to the road curve but i do not want to delete corners. Thank you in adwance. roadCurveFromPoints.hipnc
  17. Hi, I have a problem with this, my knowledge of VEX is not yet really good so I'm asking for your help! Basically, I want to copy the roof of the object merge to my attribute s@type "ceilling" to the s@variation, either "groundfloor", or "firstfloor", or "secondfloor", depending on wich is at the top. I hope I'm clear enough. Thank you in advance.
  18. Hi guys, Any ideas on how to delete part of a volume cache using some soft of a bbox? Image below. Using the box to delete that part of the cached volume. Thanks
  19. I want to delete some of my topics. but there is no button for it. How could I do it ??
  20. Hello Shortly: How to update cloth every frame based on changing topology? I'm trying to make cloth burn effect using spreading attribute to delete polygons, however I can't get the cloth to update simulation every frame based on deleted polygons. I've been trying to use multi solver for that. Everything is fine untill the very moment when the polygons are being deleted, the simulation of the cloth stops, and the only thing that is happening is the deleteing of polygons. I've found a thread from a few years back of someone who has been doing the same effect, with the same problem, but the answear that seemed to work for him doesn't do it in my case, here is the link to that old topic: link. I also attatch the .hip file of my set up, I added some notes so it would be clearer. I've spent a lot of time playing with diffrent options of the multi solver and sop sop solver but I'm stuck. Any help would be greatly appriciated. 02_cloth_tear_prob.hiplc
  21. Hello ! I'm struggling to analyse points from a mesh and only keep x number (like 4?) of the farthest points from each others. I tried to grab the distances in vex then using delete node but its not working properly, didnt find a way to parse every point and compare between them. Tried average but then again I dont know how to compare each points from each other. Thanks
  22. Hi, Here is a question about how to remove points like this I don`t need this point on my poly edge, it makes me confuse!
  23. I've unpacked the geo and converted it, When I try to selected and delete or group the polys I get the error "Attempt to access and object that no longer exists in Houdini" is there a way to delete individual polygons or groups? Thanks
  24. Hey! I have a sphere, then delete by volume. I have the bounding volume animated. Here is the problem: once the primitive leaves the volume it reappears. How can I keep it permanently deleted, even if the volume leaves that primitive? Thanks delete_volume.hipnc
  25. Hey!!! I am trying to add smoke to a shattered statue simulation. The falling pieces will emit smoke. I want the geometry to be deleted until the pieces reaches a certain velocity (if (@v.y < ch('threshold'));) , so that the emitter geo wont appear until the geometry is actually moving. That will keep smoke from emitting while the statue isn't falling apart. Finally, I need the geometry to be deleted when it is about to hit the ground, so I guess delete by Y position. I am trying to do this in an attribute wrangle. All the pieces have their own name attribute, piece1, piece2, etc. Here is my logic so far, I just don't know how to right it in vex: if (@v.y < ch('thresholdvelocity')) or (@p.y < ch('thresholdposition') then delete that whole piece. Any help would be appreciated. I am new to vex and I am trying to learn these things on my own, but sometimes I need help : ) Thanks edit: I can't add my original scene, but I made a sample scene. delete_geo.hipnc
×
×
  • Create New...