Jump to content

Search the Community

Showing results for tags 'groups'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • 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

Found 26 results

  1. I'm attempting to create a polygon ribbons out of multiple streams of particles emitting from points moving around on a surface. I've been having a lot of trouble sectioning the streams into separate groups, so that I can use the add node to add polygons down the chain of particles. I'm not even sure if this is the best way to go about it. I'm using a popnet to create the points moving around the surface of a sphere, which I'm then plugging into another Popnet to emit the streams of particles. In the 'pop_trailsCreation' popnet, I have my emission type set to points. Does someone have a clue how I can create a polygon ribbon / tube moving down each separate stream of Particles? I've been trying to separate each stream based on the @id of each source_point, but I've had no luck in achieving that. Many thanks!!
  2. Hi, I am scattering two different objects and changing their points for cubes, I am merging them to a DOPNET with rbdpackedobject and blletrbdsolvers. Everything collide with each other it's great but when I export my alembic, with the ROP alembic and import into Cinema4d, I have a full list of objects mix up together. Is there a way to tell my alembic that there is two different groups of objects, so then iside c4d I can apply my materials straight away? I am stuck with this one, Many thank. R.
  3. Does anyone have a solution? how can i connect the in and out group to each other without any other connections?
  4. Hello Odforce, I'm trying to create groups based on the @P.y attribute of a bunch of vertical lines I have. I am almost there, but I'm not exactly a Vexpert and can't figure out exactly how to assign multiple groups with different names. I'm able to create a string attribute with the correct name for the groups with s@test = sprintf("%f", @P.y); s@groupname = concat("group_", @test); I tried using setpointgroup(0, @groupname, @ptnum, 1, "set") after this, but it didn't do anything, now I'm just stumped on how to approach assigning this attribute as a group. Any input would be greatly appreciated! Thank you
  5. How do I create a group which will contain everything except the contents of my current group without manually selecting and creating another group? Please see attached .hip file. group_everything_else_question.hip
  6. Hello! I'm stuggling with texturing my crowd. Random texturing for the agents themselves works fine, but I've added shapes which I can't adress in the stylesheet. It seems like I'm loosing my primitive group when adding the shape to the agent layer. So my question is: How to keep the shapes primitive group when adding to the agentlayer? Or am I missing something and there is another way of applying (random) textures on the added shapes?
  7. Hey, I have been trying to create groups from FBX subnet, which can be accessed after the crowd simulation done. So I can apply different base colors through Material Style sheet and I am also curious to know if I can export different groups of object to other 3D packages if I have to render it there. what I want to do is, I want to create primitive groups which can be accessed after unpacking the agent SOP. So I can access that data for further process. I somehow manage to make the groups based on the shaders applied to particular objects, but some of the shaders were not included in the groups, I would like to have a proper work around for this. Or is there any particular method to make groups during exporting the fbx from maya ? Thank you All.
  8. Hi Everyone I'm currently trying to create circular point groups, inside a voronoi fracture. My outputs are groups currently are primitives but when I conver them to points, i have to many clustered together. I'm thinking of a solution by either getting the max/min two points of each primitive inside my group and delete the other points from the group. Unfortunately my VEX skills are very limited, I seem to be declaring my max function wrong. If someone could help me figure it out that would be great, also an explanation to why my attempt didn't work/ any other solutions towards achieving the same result would be more than welcome. Cheers Example.hipnc and for any questions im trying to make a tool that creates ground slams, as you can see there's distinct circular fractures which im trying to replicate, but also make procedural.
  9. Hey Everyone! So the issue is... I am using Voronoi to fracture an object. The inside and outside faces are in two groups named 'inside' and 'outside'. I'm using the 'assemble' node to pack the primitives however, doing this, it looses the 'inside' and 'outside' groups which I need to use later on. Is there a way to use the assemble node and keep the groups? Any advice is massively appreciated! Thanks All!
  10. In older versions of Houdini I could add a point to a group's selection. Has that changed in H16 because I can't seem to get it to happen? Any advice would be appreciated. Thank you David
  11. I think this is prolly an easy answer and I know I should know this. I have a pop net and I have to points enter a group based on the age, and once they are in that group a pop force takes over. but as of now they kinda pop as soon as that force takes over. is there a way to ramp into that group rather than it being an on or off so there is a smooth transaction into the pop force. Thanks for your suggestions in advance!! Rob
  12. Even Number Delete

    Hi, I have a list of groups that was generated by a copy SOP. The listed was created as follows: pointgroup_0_2, pointgroup_0_3, pointgroup_0_4, and so on. How do I delete only the even number groups? Please help. Advanced thanks!
  13. Squashy effect

    Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  14. Hi! Can't figure out how to assign attribute to different group parts that boolean made. I have a cylinder with some cylinders rotated and transformed like a tree branches. They intersect with main cylinder. After subtracting them from main cylinder "trunk", there are abseams edge group created. How to assign attribute for each loop(I mean all loops has one attribute but with different values for each loop - 1, 2, 3...etc)? Or how can i create separate group for each loop? This is for purpose to scale/transform them from center of loop in foreach, to affect them all at the same time.
  15. So, i tried something from scratch for the first time, albeit very simple... almost there! That being said i did got stuck up... 1. SOFT SELECTION GROUP: i am trying to apply some animation to a bunch of lines through a pointvop. i want the animation to be limited to all the points but the ones at the ends of the lines, i create a group of those points... it works,- but could be better if i could make the animation blend to the static points at the end. 2. FADING TRAILS: At the end i added a bunch of trails with some lag and or jiggle. i am coloring them with the width attribute through an 'attribute create' node. Is there a way to make each trails less opaque than the previous. (if this can't do the job, any other tips?) 3. NOOB VOP NETWORK CRITIQUE: I am pretty sure my vop network is far from efficient, i would appreciate if anyone has some tips to make it more logical/ efficient. I hope i was able to explain myself. (i have attached a screenshot for reference) d.
  16. Hi, need some help. After using duplicate node. I marked "Create Output Groups" for the copies as: zone$CY Now I have some groups inside primitives spreadsheet named group:zone1 | group:zone2 | group:zone3..etc, with values 0 or 1. I need to create a new intenger attribute named "zone" only with the number of the zone, and then finally delete the groups. all this with attribute wrangle. Thanks in advance.
  17. Group Attribute

    Looking at the Geometry Spreadsheet. A Group SOP creates an attribute like "group:foo": I can easily access that group "attribute" in a Wrangle like so: i@myvalue = @group_foo; QUESTION: How do I access that group attribute on parameters that requires an attribute name? For example, in a Color SOP's Random from Attribute: Or on a Delete SOP's Filter Expression: Although I know that I could just type the group name on the group field. I'm just curious if there's a way to access the Groups data as "Attributes". Particularly, I'm asking because I want to access Groups as an "Attribute" in the Enable Solver DOP without actually creating an actual attribute to represent the group: Hopefully I'm just missing or forgetting the proper syntax.. P.S. The Enable Solver could use an option where it can check for existing groups. I'll probably send an RFE
  18. Hey all, Im about to make a RBD emitter for some typography. I'd Like to know if there is a way to reference the number of a nodes name (e.g. blast1, blast2, blast3) within an expression (something like @textindex=@blastNUMBER??) to save me manually typing which group I would like to isolate? Cheers Jim
  19. Per prim extrude

    Hi all, Ok, so this is slightly embarrassing but I can't figure out how to do a 'per primitive' extrude on a surface. Basically, I have a grid that I'm turning into hexagons, and I'd like to extrude/inset each primitive or 'cell' individually... Is there an obvious option I'm missing here? I am assuming there is an expression I can drop into the group sop to achieve this? Unfortunately my expression knowledge is limited & I'm not sure I'm trawling the help for the correct terms! :/ Thanks in advance for any help or suggestions! extrude_example.hip
  20. Hello, I encountered problem when I tried to dynamically change groups for cloth constraints. I've tried SBD Pin Constraint to attach cloth to animated geometry. As goal object I used geometry with same topology but animated one. When I am not changing pin group it works fine, but I need to change constraints during simulation. But then it goes funky, it seems as it cannot correctly assign constrained point to goal point. Next thing I tried was to use Cloth Attach Constraint node which works almost fine, but during updating pin group points slide over goal object. Could you check attached file? I am not sure what I am doing wrong. Basically what I want to do is to attach points of cloth to animated geometry and then release it. Is there some other way to achieve that? Thanks, Juraj jt_update_groups.hipnc
  21. Hi, a concrete slab ( box with size 3, 0.2, 1.5) after a voronoi fracture, I'm with prim groups: piece0 piece1 piece2 ... I'd like to select a few of them (pieces at the border of the slab) I know how to do it manually in the viewport / component groups / enable group selection or press 9 but how can I use this in a procedural way ? Like in a group node, with a bounding box ? It will only group the primitives, is there a way to extend the selection to connected geo ? must be possible..
  22. I have a character that I want to use in a crowd setup. This should be simple, but how do I apply different materials (head, shirt and trousers) to the coresponding name groups (or name attributes) that I created before the agent bake process, with style sheets in houdini 15? I could not find much in the docs about this. Any help would be welcome.
  23. I have a part with many primitive groups and it would be good to be able to visualise the groups in the viewport instead of having to manually find what refers to what by stumbling around with the delete sop. Any ideas? Ok so there's a way of doing this by using the select tool and choosing groups in the context menu above, a list then appears to the right and everything is color coded.
  24. Hi, I have a question regarding using alembic format to export an animated l-system to maya. I was able to succesfully export my l-system (which is a flower) to maya, however i was wondering how would i perserve groups from houdini. Since when i export it to maya the l-system has no materials and is exported out as a single mesh AND applying materials to the leaves, stem, blossom would be very tedious face by face. What is the best way to approach this ? I have a deadline coming up very soon and ANY help would be really, kindly greatly appreciated !!! Kind Regards, Vaco
  25. Set correct group class

    Hi. I got node. DA with two group parameters. Two group class menus, one for each group parameter. There are two classes to pick: - points - primitives When I change selection type in viewport (points=>primis or vice-versa) I would like to have correct class set on my node. Q1. How to do that? Q2. Can I extract some data from for example selector to see what was picked up? Thanks.
×