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Found 81 results

  1. 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?
  2. 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.
  3. 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
  4. 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?
  5. 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
  6. 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
  7. 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.
  8. 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
  9. 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
  10. 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?
  11. 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,
  12. 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
  13. 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?
  14. 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.
  15. 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?
  16. 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
  17. 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!
  18. 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.
  19. 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!
  20. 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,
  21. Scatter evenly/orderly/not randomly

    Example - made inside of ae with plugin Trapcode Form. Practically it's just particles evenly scattered on the sphere. Tried to practice that inside of Houdini using Scatter node, but it look noisy/with holes since it is randomly scattered. Seems like needed different approach. Thank you!
  22. Zahia Hadid Architechture

    Hi guys First post Ive been following a few tuts from entagma and would love any input on creating something closer to this. My Houdini experience has mainly been lighting for film but i want to branch out into more of the fun stuff. Any ideas? Damien
  23. Hi How do I save out all geometry information to a python numpy .npy file. I'm dabbling with a neural network that takes in a bunch of objs and spits out its so called interpretation..... But as yet I am working with just the points and not the vertices and prim information. How could I save all this information to an array so I could then reload the array back into houdini for houdini to display prims/vertices etc...... Thanks for your help
  24. Ripple Fade

    Hello, I have a ripple sim created with a sphere moving through a grid and the points deforming based on the velocity transferred to said grid. What I am trying to do is isolate the geometry based on where there are ripples via colour then as the rippled geo begins to settle back into what it was originally have that colour fade back to black. I'm halfway there I think. I was able to isolate the rippling parts of my grid by using a facet to compute its normals and then a point SOP to add colour based on the normal in it's Y (@N.y < 1). I was thinking of trying to use a vop or another point sop to make it so when the normal is between x and y multiply the color by 0.95 to get it to fade over time but was wondering what other ways I could try to do this. Cheers, JP ripple_example_1.hipnc
  25. Hey has anyone noticed how much the new interface for the polyreduce node has changed, below is pic 1: the new polyreduce interface, then pic2: is the old eone, then pic3: is what im trying to acheive but the new polyreduce node just reduces the poly but not the look of the overall objuect? can someone help please?
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