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Found 25 results

  1. Hi guys, I'm trying to get bubbles to collide with each other but can't seem to find the solution yet. I'm using points that are emitted upwards and assign a random pscale value to each new point. I'd like points to change colors when they are too close to each other, that way I can check if the setup works. So when 2 points are close to each I'd like to check if the distance between them is not smaller than the radius of the point and the radius of the closest point. If it is, then the points need to turn red. For now, all my points turn red, but I think it's because I can't find a way to access the closest's point pscale value to compare it with the distance. Can someone guide me on how to approach this kind of issue? I tried to use pcfind but that doesn't seem to work too . Bubbles_WIP.hipnc
  2. 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
  3. I feel like the answer is going to be simple but I have been hung up on this for a while. I am finding the nearpoint and storing its vector as a lerp target. That part works fine but as the rest position moves I want it not look for a new closest point until distance from rest to the last nearpoint is x far away. Instead of constantly looking for the closest point. The final effect I am going for is to have the sphere move across surfaces and have the lines act like tendrils walking. point_reach_003.hiplc
  4. Hello! I am undergrad student and I'm fairly new to both Houdini and this forum, so any help is appreciated I have a problem with selecting a box from a set of boxes based on distance. I did some research and found out that this can be achieved with distance from geometry node. So I have scattered boxes and I can mask some of these based on distance with this node. But my problem is that I could not extract those entities from the group. Is there a way that I could pick the closest box, and then use that box as an input for the rest of the process?
  5. Hi all. This should be easy, but it's killing me... I have a control object living outside a DOP network, a simple particle system. I've plugged it into the second input. Inside the DOP I access this control position without issue, in a VOP. However I then want to follow up by killing particles in a POP wrangle, based on distance to the control object... Easy right? Here's my vex: f@dist = distance(@P, v@opinput0_P); if ( @dist <= ch("threshold")) { removepoint(0,@ptnum);} ... simple. But it kills particles around the origin, not the control object, as if v@opinput0_P = {0,0,0} I've tried multiple variants on opinput, explicit path and the point function etc but it always gives me a "kill" radius around the origin, not the control object. Anyone see what I'm missing? Thanks in advance!
  6. Hello all! I have been trying to figure out how to dynamically update the constraints in a vellum constraints property node based off of the distance of the vellum object from a given point in space, but I cant figure out how to make this calculation dynamically in this context. I can measure the distance before and after the vellum solver with a distance node but they only give me static values in the solver context so I dont know how far things are once theyve moved. Havent been able to get xyzdist to work either. Any help would be greatly appreciated as this project is very important to me!!
  7. Hello, I have noob question. I want these boxes to weaken their random rotation as they move away from the sphere. But I don't know how to set the weakly by distance at vex... Is there anyway for to do that? thank you Rotate By Distance.hipnc
  8. Hello, I'm happy to share with you the script plugin XPopMenu ! Initially developed on Softimage by Reinhard Claus, XPopMenu is a popup menu that you can associate to a hotkey to get under the hand a quick and easy customizable set of tools. you can layout your menu using simple method like "addItem", "addTitleItem", "addSeparator" and "addSubMenu" If you want you can add icon for each action item (icons collection come from axialis.com with some custom from Reinhard Claus) As concrete example, I've joined two bonus tools : one to get distance and an other to get angle. Quick demo : I Hope you like it ! Cheers XPopMenu.zip
  9. Hi, How could I measure vector distance to another surface like you see here. Not just closest point distance, but distance following the vector. I would like to use this as length point attribute in hairgen to control the shape of groom with geo. Cheers Janis Vector_length.hip
  10. Hey guys I'm just trying to calculate distance between opinput 1 position to opinput 2 position via wrangler but doesnt seem to work any ideas? v@CalcDist = distance (@P, point (1, "@P",0) ) ; Distance_Calc.hip
  11. Hi I am doing the entagma tutorial where he is blending from low poly to high poly object. In their example they are using a single point from a sphere to create the blend as in the image below . I would like to use a piece of animated logo to reveal between the two. Using bit of vex I found on this site I think I am getting the distance from sphere to each point on the grid but when I visualise it as Cd. It only seems to be taking a few points into account. What I expect is black circle around the sphere. Thanks finddistanceB.hipnc
  12. Hello, I have a simple simulation task, where a static object and fluid object simulate. Emit Particle Fluid from a box to the sphere, I wanted to have a thin line of liquid so I made a static object bigger and box smaller, this way it goes as a narrow water tube, but the particles go too far from the static object, how to fix it? Where to look?
  13. So for the last view weeks I've been learning vex, great stuff. So now I want to turn my new awesome vex knowledge into practise. The goal of this operation is the measure the distance between each point to their closest neighbour. First, I use the pcfind function to grab the nearest point of each point number and put them in an array. Second, now I like to grab the values from the array and put them into a distance function. (BUT HOW?) I find array a bit of a vague concept. I get its a list of values, but I'm not really sure if the point numbers in the array also hold the position vector. Not sure if I'm doing this right, and probably there better way. If this method is right, pretty please help me out. kind regards, The new kid on the block measure_distance_nearpoint.hip
  14. Hey magicians, I'm getting crazy with this, I'm trying to create some stairs between 2 floors on this house Some stuff I tried: - Creating stairs with a duplicate node transformed 45 degrees from a point and with a expression to rotate 90 degrees, issue is that some of them appear going to any direction and the floors dont connect because of distance - Connect adjacent pieces gave me some lines wich I resampled and created copy boxes around then, but looked weird too - Add sop between some points, but also looked weird I think I have to measure floor distances and generate a 45 degrees line from there and make the stairs go between certain directions, thing is I don't know how, my vex knowledge is pretty limited @f1480187 if you are around would love to hear your opinion. Thanks in advance
  15. Hi. I want to find closest point to line. Geometry has millions of points and the line is located somewhere in space. Need some fast solution. image
  16. Hi, i've two geometry with a scatter node applied and i wont connect these point using an add node by color attribute create with a color node after scatter node. so... geo 1 geo2 scatter1 scatter2 color1 color2 merge add Now i need to calculate the distance between the connected poit. How can I do? Thanks
  17. Hi, I need to calculate the distance from the center of a mesh. It works quite well in a point vop I made, but when I try to do the same thing in my material, the result looks wrong. Does anybody know what the reason might be?
  18. 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
  19. Hi everyone. Does anybody know how to use surface field in voppop or some dopvop to find the distance between my particles and surface. I want to make a force wind that depends on distance between surface and particles, so the farther point from the surface, the stronger the force of the wind. And the surface has really big waves for example, thats why i cant use just P.y for power of force for flat surface. Hope I explained it clearly)
  20. Hey guys, I have a mocap data where I pluged scatter points on the player and calculated the ones on the floor for each step, what I need to do is an FX of the jump, only when the player jumps display trails or particles, any suggestions? ! Thanks!
  21. Hi there! It might be a super easy thing what I'm asking, but I can't find the solution. So a I scattered a lot of points on to a geo, and I want to generate lines between the points, but only if the distance between those n number of points lower than x. I tried write it in wex based on the help, but I couldnt get to work. It might be super easy, just I'm over complicate it. Help would be very much appreciated. Thanks!
  22. Hello, I want to change the color of particles according to their distance to each other via "pop wrangle". This is my approach but its not working as expected. Unfortunately i have no errors or something like that so I cant get any further. If somebody has a hint for me it would be much appreciated. kind regards Jon vector pos; vector col; float maxdist = ch("distance"); v@Cd = set(0,0,0); int handle = pcopen(0,"P",@P,ch("searchDist"),chi("maxPoints")); while ( pciterate(handle) ){ pcimport(handle,"P",pos); pcimport(handle,"Cd",col); if( distance(@P,pos)< maxdist) { col = set(1,0,0); } } colorParticlesAccordingToDistance.hipnc
  23. Hello ^^ I always tweaking my vase scene with crowd but I have a real big problem: I don't understand why my vase reacts beforce my agents touch it :/ I don't really how to change the dynamic/bullet parameter in Crowd nodes tree :/ Please help me I'm kind of lost :/
  24. Hi, I know point clouds can be used to blend/average attributes within the radius of each point. Is there a way to do the same where it only does this if: 1. A point is connected to the same surface as the current point. and 2. A point is within X units distance on the surface from the current point. Not point to point straight line distance, but the shortest surface distance between 2 points on the surface. I am not sure if there is a proper name for this. Not the best pic but something that looks like this: As you can see the length of the shortest path that lie on the surface. The surface can be polygons or NURBS. This can't be faked with neighbour functions as edges are too coarse. Can this be done using point clouds? If not, VEX? If not, then any other solutions in Houdini? It's gonna be a per point operation though just like VEX/VOPs. Thanks
  25. I am trying to access the data in a VDB sdf volume container that I use as a 3rd input in my node. I managed to install the openvdb headers and everything seems to compile just fine. All I'd like to do is basically access the distance and gradient values in the vdb sdf, given a world space position. I found this beautiful method which seems to address the gradient question... UT_Vector3 GEO_PrimVDB::getGradient ( const UT_Vector3 & pos ) const And this is the code snippet I am using: GU_Detail *sdfInput = new GU_Detail; duplicateSource(2, context,sdfInput); GU_PrimVDB myVDB(sdfInput,0); UT_Vector3 samplepos(1.0,0.0,0.0); UT_Vector3 gradient; gradient=myVDB.getGradient(samplepos); // <--- CRASH [/CODE] ... but when I try to use it , Houdini crashes (it crashes only on the line where I use getGradient method, it doesn't crash when I define *myVDB) I couldn't find the method to access the distance value by the way. I am pretty sure I am doing something terribly wrong cause of my limited c++ knowledge Can someone help me to correct the above code snippet and add the method to access the 'distance' data ?
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