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Found 3 results

  1. Hello guys, I am trying to recreate a helicopter landing scene on grass. I am new to Houdini and I was trying to use hair and a radial force to create the effect but not really having much good results. Could someone give me some tips on how to achieve the result? Thanks Luca
  2. https://gumroad.com/l/SOpPT LATEST BETA UPDATE: - Fixed: wrong falloff values with geo coming in through input #2 - Fixed: Global seed for scattering not working when input #4 is connected. - New: outputting 'type' primitive int attribute based on the iteration attribute if such is coming in through input #4 - The following documentation video demos available via F1: LATEST WIP UPDATE: Debugging - Fixed scaling for anything outside the unit circle. - Fixed curve framing with extreme angles by using dihedral to minimize rotation (thanks to Entagma for the theoretical insight on this one) - Addressing tiny falloff value differences with a statistical variance check and a threshold parameter. (e.g. when the sample points are in a circle). - Floating-point precision fix. - Post carve 'curveu' recalculation takes care of the vertex colors ramp now. Features - Added point sampling mode switch (cone cap or cone volume) - Added twist control - (Obsolete since H18) Added per connected mesh UVs using Toraku's "Get correct uvs with a sweep sop" fix - http://www.tokeru.com/cgwiki/index.php?title=Houdini#Get_correct_uvs_with_a_sweep_sop - "Listening" for N and iteration attributes. - Using the new sweep sop now. ---------------------------------------------------------------------------------------------------------------------------------------------------- THE BEGINNING OF THIS THREAD BELOW ---------------------------------------------------------------------------------------------------------------------------------------------------- Hi folks, How would you go about adding points in a propagating manner in VEX. Here's what I mean: - Start with several incoming base points, each with an up vector. - For each one, add a new point somewhere along its up vector. - Calculate a new up vector by subtracting base positions from new point positions and setting the new point up vector to the result - Add the next new point somewhere along the previous point's up vector So, I called it propagating, because every next point in part defines the following. I think I'm on the right track here, but my gut's telling me I'm missing something. I'm stuck. Here's what I got: vector up = point(0, "up", @ptnum); vector currentPos = point(0, "P", @ptnum); vector newPos = {0,0,0}; int pts[]; for(int i=0; i<@numelem; i++) { append(pts,i); } int iteration = chi("iteration"); for(int j=0; j<=iteration-1; j++){ newPos = currentPos+up; int newPoint = addpoint(0, newPos); setpointattrib(0, "up", len(pts)+j, normalize(newPos), "set"); currentPos = point(0, "P", len(pts)+j); up = normalize(newPos-currentPos); currentPos = newPos; } Where do you think I'm wrong here. What would you do? Cheers!
  3. Hi All, I have my first success with generating objects using Python in Houdini and I thought I post a couple of images. The concept is that an ASCII based maze is generated internally with gaps and walls. The code converts gaps into roads and walls into grass. At each step in the maze neighbors are examined and a different tile type is used that fits requirement for that space in the maze. ASCII View: Top View: Camera View: The Basic Tile Set: pieces that make up the final image.
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