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Found 86 results

  1. Hi, I would like to create an animation of blooming flower. I've created the basic setup, but I have a problem with intersecting petals. Does anyone have an idea how to get rid of those intersections without deleting whole petals? Thanks in advance for all the answers. flowertest.hiplc
  2. Geometry spreadsheet script

    Hi Guys I want to export spreadsheet value to txt file I know how to export to txt file using Python but I don't know what name(?) of parameter spreadsheet. Help me!!
  3. Hello, i come to you after several sleepless nights due to a matter i can't find a solution. Hopefully some of you may provide help. In my project i have one geo, replicated and simulated in vellum with "Instance on points" method: every 4 frames a new geo is created and the simulation starts. Now i have trouble point deforming the proxy simulated geo with the original geo, because Hi-res and Rest geos should appear exactly when a new proxy is created. I thought it would suffice a ForEach and something like a Birthid attribute to isolate every guy, but it seems i'm not able to make it work. Below the hipfile attached: i simplified it and replaced my original geo with a Rubbertoy; so don't mind too much attention to the shape of the proxy geo... now it's strange, but in my case it did the work. I really hope in some clarifications with the script, i'm stuck there. Thank you very much! pointdeform.hipnc
  4. Pragmatic VEX: Volume 1 [4K] [H18]

    After more than 5 months of unimaginable amount of work, I am proud to release my first in-depth Houdini course on VEX More details in the video description and the website. Active Patreon members will receive additional discounts proportional to their lifetime support (25% of their lifetime support). Message me on Patreon for your discount coupon. Enjoy! Table of Contents 01 - Introduction [Point Clouds] 02 - Introduction [pcopen() vs pcfind() vs nearpoints()] 03 - Introduction 04 - Implementation 05 - pcfilter() Implementation for pcfind() 06 - pgfind() 07 - pcfind_radius() 08 - Excluding the Current Point & Ad-Hoc Groups 09 - Finding Min & Max Neighbour Points [Unique Pair Matching] 10 - Concept 11 - Implementation [Camera Based Occlusion with Variable Pscale] 12 - Concept 13 - Implementation [Uniform Point Distribution Over Polygonal Surfaces [Point Relaxation]] 14 - Concept 15 - Implementation 16 - Decoupling Operators [Convolution Kernels] 17 - Introduction 18 - Border Handling [Connectivity & k-Depth Point Neighbours Using Edges] 19 - Introduction 20 - Concept 21 - Implementation [Connectivity & k-Depth Point Neighbours Using Primitives] 22 - Concept 23 - Implementation [Extending k-Depth Point Neighbours Using Edges] 24 - Introduction 25 - Concept 26 - Implementation [Extending k-Depth Point Neighbours Using Primitives] 27 - Concept 28 - Implementation [smoothstep() [Cubic Hermite Interpolation]] 29 - Concept 30 - Implementation [Shaping Functions] 31 - Introduction 32 - Implementation 33 - Blurring Attributes [Sharpening Attributes Using Unsharp Mask] 34 - Concept 35 - Implementation [Generalizing the Kernel Code to Handle All Attribute Types] 36 - Concept 37 - Implementation [Attribute Gradient] 38 - Introduction 39 - Concept 40 - Implementation [Gradient Ascent & Descent] 41 - Planar Geometry - Introduction 42 - Planar Geometry - Concept 43 - Planar Geometry - Implementation 44 - 3D Geometry [Contour Lines] 45 - Introduction 46 - Concept 47 - Implementation 48 - Heightfields [Geometric Advection - Orthogonalization & Flowlines] 49 - Introduction 50 - Concept 51 - Implementation [Clustering & Quadtrees] 52 - Concept 53 - Implementation [Adaptive Subdivision] 54 - Introduction 55 - Implementation 56 - Hashing [Adaptive Subdivision] 57 - Improving OpenSubdiv Catmull-Clark Subdivision Surfaces Algorithm 58 - Half-Edges [Adaptive Subdivision] [Aggressive Performance Optimizations] 59 - Eliminating Groups 60 - Custom Fusing In VEX 61 - Recreating Proximity Structures In VEX 62 - Get Unshared Edges In VEX 63 - Final Optimizations [Limit Surface Sampling] 64 - Introduction 65 - OpenSubdiv Patches 66 - Moving Points to the Subdivision Limit Surface 67 - Scattering Points on the Subdivision Limit Surface 68 - Generating a Point Cloud on the Subdivision Limit Surface 69 - Pre-Generating a Point Cloud on the Subdivision Limit Surface 70 - Creating Isolines on the Subdivision Limit Surface [Adaptive Subdivision] 71 - Computing Surface Normals from the Subdivision Limit Surface [Custom Subdivision Surfaces] [Splitting Edges [Edge Divide]] 72 - Concept 73 - Converting Edges to Primitives 74 - Creating New Edge Points [Rebuilding Polygons] 75 - Concept 76 - Implementation 77 - Preserving & Interpolating Attributes 78 - Multithreading by Connectivity 79 - C++ vs VEX 80 - Preserving Groups 81 - Final Optimizations [Implementing Bilinear Subdivision] 82 - Introduction 83 - Concept 84 - Modeling Test Geometry 85 - Starting from Edge Divide 86 - Creating New Face Points 87 - Creating New Edge Points [Creating New Closed Polygons] 88 - Concept 89 - Implementation [Creating New Open Polygons] 90 - Concept 91 - Implementation 92 - Preserving Primitive Groups & Interpolating Primitive Attributes [Preserving Vertex Groups & Interpolating Vertex Attributes for Closed Polygons] 93 - Concept 94 - Implementation 95 - Preserving Vertex Groups & Interpolating Vertex Attributes for Open Polygons 96 - Implementing Iterations 97 - Preserving Literal Groups 98 - Creating Neighbour Primitives 99 - Final Changes 100 - Testing On Complex Geometry [Implementing Catmull-Clark Subdivision] 101 - Introduction [Closed Surfaces] 102 - Rules [Gathering Edge & Face Points] 103 - Concept 104 - Implementation [Computing Weights for New Edge Points] 105 - Concept 106 - Implementation [Computing Weights for Original Points] 107 - Concept 108 - Implementation [Attribute Interpolation] 109 - Concept 110 - Implementation [Boundary Interpolation Rules for New Edge Points] 111 - Concept 112 - Implementation [Boundary Interpolation Rules for Original Points] 113 - Concept 114 - Implementation 115 - Open Surfaces - Handling Corner Points 116 - Handling Non-Manifold Topology [Open Polygons] [Computing Weights for Original Points] 117 - Reverse Engineering OpenSubdiv 118 - Implementation [Computing Weights for New Edge Points] 119 - Reverse Engineering OpenSubdiv 120 - Implementation 121 - Handling Open Polygonal Curves [Handling Mixed Topology] 122 - Full Geometry 123 - Sub-Geometry 124 - Testing On Complex Geometry [Performance] 125 - Profiling [Grouping Boundary Edges from Primitive Group] 126 - Concept 127 - Implementation 128 - VEX vs C++ [Caustics] 129 - Introduction 130 - Sea Caustics 131 - Pool Caustics 132 - Conclusion
  5. I'm looking for an efficient way of separating geometry at points where the two chunks are only connected by a single point. Assigning each chunk a unique ID is the ultimate goal. In the image below, I have forced an edge case. The red circled points are the ones I'm looking to separate without breaking them away from the other connected geometry. I can identify faces that are only connected by a single point. However, separating two chunks larger than a single face but connected by a single point is proving difficult. If anyone has any suggestions for how to achieve this I would very much appreciate the help.
  6. How do you guys deal with assembling a scene in Houdini? For example, say I make a ceiling tile, a floorboard, some wall panels etc. as separate geo nodes. Is there a way to arrange these procedurally on an object level? Or should I be working on one big 'room' SOP with subnets? Is there a general way one should think about piecing nodes together?
  7. Hit data in SOPs

    Hi, As the title says, I'm trying to make hit data in sops. To expand on that I have a sequence of points moving through a piece of geometry and I would like to create a point that lasts for one frame at the point of intersection on the geometry. Is this possible? I have a rough setup that uses nearestpoint and fuse, but the points I am getting are not accurate enough for what I am trying to accomplish. Mostly because the moving points are very fast and all have random speed. Any help would be greatly appreciated. Thanks in advance.
  8. Problemn using Point Deform

    Hello everyone ! I would like to deform a geometry by a fluid simulation using a point deformer. To do so, i plug my geometry and my simulation into my point deform and i use a Timeshift set up on the starting frame as the Rest PointLatice. But instead of following the simulation, it looks like the geometry tries to reach the world center, creating what looks like an unholy abomination. Any help or tip would be deeply appreciated Thanks in advance
  9. I've tried importing several different objs into Houdini, all of which I've tested successfully beforehand in MeshLab. I've tried both file -> import -> geometry, and creating an file node manually. The node appears in the network but the model doesn't appear in the viewport. Why can't I see imported objs?
  10. Hi everyone, I'm trying to do something quite simple but i'm struggling with it. I have an imported pile of sticks, i want to take this pile and copy each stick to a different point on a grid, i know how to do this using the method of having each stick have its own geo node and pluging those into a switch and copy stamping them onto a grid, but i want to achieve this result without having each stick be its own node, as there are 214 individuals this would make for a very crowded network. Could anybody help me out? I have attatched my current set up, I am guessing I need to specify in the copy stamp that for each point it needs to select one of the 214 points which are being fed into it, but i'm not sure how to command this expression? Thanks in advance! Dbrs_wood_twig_T_rfkkwaa_LOD0.obj
  11. Hey, I am trying to reproduce this kind of structure that we can see on this website : http://acme-experience.com/ (under the menu in the bottom left corner). So far I manage to create polylines between points of a grid (pic. 2). But I think this is not the way to go for this effect. Because my polylines have always the same size and they don't seems to come from the center to the outer as much as in the example. I am not so far though but if u have any idea on how I could improve it let me know I am stuck since a day on it... You can find my project file linked if it is helpful. Thank you for reading, And as always take care drawRectLines.hip
  12. Hi, Im trying to create different overrides for diferent arnold render_out nodes, like takes, or like the render setup in Maya, I know I can use the option of use phantom object or matte in the arnold_out node, but is more powerfull to use overrides, it give us the possibility to override more properties like cast shadows, recieve shadows...etc (I dont know this names exactly right now). The thing is I go to out, and I create a node Set_parameter (arnold node) and I conect this to an Arnold_OUT, in the Set_Parameter I create the path for the section I want to override, in this case is an geometry node (selection: obj/geo1/*) inside for example I put a box for testing, and next I write the attribute I want to override, in this case I want to override the arnold parameter from geometry, in this case I write...for example... subdiv_type = "catclarck" subdiv_iterations = 3 ok, this two parameter are working for me, when I activate that arnold rendere node to render, that parameter change and I can watch it in the render, even also work for me this parameter override: matte = True but, and here is my problem, I really want to override the visibility tab arnold parameter, like visibility rays to camera, self shadows an so on...but I cant it work, in this case I write... visibility_camera = False and this last one no work for me, how can I do for this work??? (visibility_camera for example), I only go to the parameter in geometry, arnold, visibility tab and I let the mouse over the parameter, and in the floating window I can watch the parameter, in this case is ar_visibility_camera but I thing for use this attribute we have to remove the ar_ , but event with this I cant get the override for visibility. I let here the official Arnold web site with Set parameter info... https://docs.arnoldrenderer.com/display/A5AFHUG/Set+Parameter Thanks.
  13. Hi all, There likely does not exist a perfect solution here, instead I'm looking to brainstorm and find the most automatic method by which to detect and remove one of two sides from a double-sided polygonal mesh. The end goal is preparing meshes for simulation with Vellum, of e.g. a t-shirt or pants, that has been modelled with two sides (to represent thickness during render). The simple solution would be to provide a separate one-sided mesh for simulation in addition to the renderable mesh, but when that is not possible the current workflow are as follows. Recieve double-sided render mesh (of potentially too-high polygonal count and needless edgeloops unsuitable for simulation) Manually select interior (via e.g. edgeloops and growing of primitive selections) to remove it Remesh to achieve a uniformly distributed triangular mesh Profit The manual step (2) is what's preventing my setup from being applied procedurally to the tens of characters with tens of double-sided geometries each. I'm attaching an example of one such mesh for clarity. Given that thickness is most commonly - but not always - achieved by extruding a single-sided mesh, there are some assumptions we can make about the extruded side; primarily that each exterior primitive will have exactly one associated interior primitive, and that their normals are facing away from each other. So what I've got in mind is somehow iterating over primitives, finding their closest neigbours and checking whether any of them are (1) unconnected, (2) within a certain distance and (3) faces the opposite way. That's about as far as I've gotten at this point, and wanted to enquire with the community about whether anyone has tackled a similar issue, or whether there are any ideas along the same lines? Thanks, Marcus
  14. Hi everyone, I've imported an animated camera from Maya to Houdini, but I would like to scale it along with the geometry in order to keep the proportions. Basically, I want the final proportions to match the ones that geometry and camera have if I remove the transform node “transform1” before the GEO_OUT. Thanks in advance! Alley_test_03.hipnc
  15. Next to each other, a comparison between a detailed terrain in the viewport and terrain in the render that lacks so much detail it's almost another terrain. In the screenprint I show the geometry tab in the render section of the terrain. The terrain has been converted to polygons. Why do I loose detail I already have in the viewport?
  16. Hey, I'm working on a building generator and I can't find a way to align my windows properly when the base shape of the building is oval. When it's a circle everything is okay : But when the shape starts to be oval, it looks like this : Here's the vop network I built to align it with a circle shape, but not functionning with an oval shape : I don't know what I miss to get it working... Cheers,
  17. Need some help with RBD Packed Object

    Friends, I cry for help. For some completely incomprehensible reason, the RBD Packed Object node in the Dop Network cannot receive data from geometry packed with Assemble. The SOP Path is spelled correctly, but no matter what I do, the objects do not appear, and an error in RigidBodySolver writes: “bulletrbdsolver: Warning: rbdpackedobject1 - / obj / particles / debris_physix / rigidbodysolver1 / bulletrbdsolver: Geometry solver ". If in Assemble to disable the Create Name Attribute, the error changes to: "Warning: rbdpackedobject1 - / obj / particles / debris_physix / rigidbodysolver1 / bulletrbdsolver: Convex hunt does not have any points." Obviously some kind of packaging problem, but how to solve it - I can’t put my mind to it. I checked the official Houdini help, but did not find any special RBD Packed Object requirements for the objects. Someone wrote that he had the same problem solved by turning on the Assemble node, but in this case this node is already working ... idol1.hip axe.obj cross.obj
  18. Hi there! I'm having a little problem with one of my houdini scenes, I have a fractured building, I applied some different shaders to it (like glass, concrete) however when I place an assemble node, my shaders are gone, is there any work around this problem?
  19. Hi, Looking for a clever idea on how to 'panel' any given geo into discreet units. Ill try to explain.. Basically I want to take a 3d model and divide the surface into different sections, each with a thickness. The sections would build on top or under each other and fit perfectly. There needs to be overlap between the sections / panels. The usage of this is to be able to 3d print a model that is larger than the 3d printer build volume, but instead of simply cutting the object and having the parts show a seam, I would like for the different cuts to be more like panels that overlap.. So a way to think about it is imagine a given 3d model, and 'patches' adhering to the model all over it until they cover it completely. There is some overlap between the patches, and they take the exact point position of the underlying geo (so there is no loss in detail). I then take each patch and extrude it a bit to add thickness. Is there a procedural way to do this? Obviously better if it would give me some control on the overlap of each panel, etc. Hoping that was somewhat clear.. trying to get a visual somewhere will post if I find one.
  20. Hello everyone, I am working with volumetric capture data and would like to have points scattered on it that moves with the data but also doesn't chang every frame. The issue is that the geometry, primitive number and uv's keep changing every frame. So I can't do the same trick I can do with mocap data using the primuv attributes. Anyone have any experience with this and how I should handle it?
  21. Hi, I'm trying to replicate an effect in Houdini that a free, but ancient and painful to install plugin (www.AutoPack.org) for 3Ds Max did. Mission: to position different 3D objects inside a larger object with zero to minimal overlap. The closest I've seen to this is in an Entagma tutorial (entagma.com/houdini-17-quicktip-packing-geometry-using-the-uv-layout-sop), but it is 2D packing due to it using the UV map. A colleague has gotten close using a VDB, scattering points inside, scaling different spheres for each point, preserving the adjusted pscale, and swapping out the geometry, but it's not really packing the objects in, so loads of space between them, and not quite the AutoPack look I'm going for. Short of simming the objects falling into a container for the shape I'm after, I haven't been able to find any other way to pack them together. Any Magician's out there with an idea on how to do this? Bex
  22. Octane Instances

    Hi everyone, I got an issue with rendering a Lot of Spheres in Octane. I scattered 1 million points on a surface and copied Spheres on it (with the CopyStamp SOP). I packed it but it does not render and crash. Can somebody tell me how i can render Instances in Octane or point out some Informations, i can't figure out how to do it right due im new to Houdini and Octane. Cheers!
  23. In Houdini, I have a 3D shape that consists of multiple boxes. What's the simplest way to join them into a single object defined ONLY by the absolutely necessary corners? In other words, I want to get rid of all unnecessary vertical and horizontal divisions on the otherwise flat surfaces. I'd prefer not to go through volumes etc, as I'd like to preserve the simplicity of the shape. Thanks.
  24. Hi all Can anyone suggest a good way to loop over geo and group connected geo by a threshold of primitive count? For eg. - I have a mesh that has 140 000 000 prims. - I can do a connectivity sop and split out connected pieces. Many are smaller than my threshold of say 10 000 000. - I'd like to combine the smaller connected pieces into a group until it hits the 10 000 000 threshold and then move onto a new group etc. Right now it creates far too many individual meshes based purely on connectivity so I'm trying to combine the smaller pieces into a more manageable chunks. Thanks in advance!
  25. Hi, I am currently creating a simulation with flip fluids that are affected by a vortex force. I need the velocity/lift attributes to be animated independently throughout the simulation, though no matter how I set the settings for either the sop geometry, or vortex force operator, the values will not change throughout the simulation. What is the proper method for animating these attributes for use in dops? Thank you,
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