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Found 116 results

  1. Is there a way to use this technique and only keep the faces that the rays hit first, and to delete the faces that are occluded by shadow (or what would be in shadow)? Not sure if this makes sense, but I basically have a messy geo, with a bunch of inner faces. Normals facing in and out everywhere and I'd like to just be able to keep the outer most geometry. And I was thinking that using a set of lights might be a way to just select those outer faces. Any help is greatly appreciated.
  2. Photoreal Honeycomb help needed

    Hey ya'll, So I've been working on this photoreal honeycomb for a project and I'm not happy with the amount of detail I'm achieving. I'm relatively new to Houdini and I've been trying to use it as a Generalist package however as soon as I have to use any code I start to feel out of my depth. In saying that, my current solution is almost all procedural and all with nodes and no scripting. I have opted for using attribute noises and point VOPs to generate roughness, displacement/surface noise as well as using shader displacement/normal noise to get High frequency noise without having an insanely heavy mesh. I should mentioned I am using redshift to render currently. So my main question is how can I make this look more detailed and more photoreal? (I have provided a render of a test section as well as photo reference of the detail level I would like to achieve.) That test render is the starting point of a camera animation, so that is as close as I intend to get to the honeycomb. I was wondering if I should use a solver to get an organic growth effect or maybe a volume vop? I have tested a volume VOP set up with no luck. Also I find my shader in redshift gives me a plastic look with too much sheen and the normal/displacement looks fake but I can't get it looking better. Any suggestions would be greatly appreciated as I feel I've reached the edge of my knowledge on this. As mentioned I am currently using Redshift, however if someone has a Mantra solution that works well I would be happy to look at that too. I have provided a hip file with the dome light HDR and the mesh cache as well for simplicity. Annnnd this is a small section of the actual amount of honeycomb needed, the actual size is probably 10x that section. Thanks in advance for your help! Jon beach_parking_8k.hdr Honey_high_res.bgeo.sc JW_Honeycomb_Detail.hip
  3. map uniform pattern on a geometry

    Hi, I have been looking for a way to create a model that has a certain pattern (like tri, quad or hex - whatever being convex or hole). It is something like this in the picture but the pattern should be all universal in size and shape. (in the picture, the upper part goes smaller and the bottom part being squashed) I understand by doing this, it most likely changes the original shape of a model though. Cheers,
  4. Help with porcedural building

    Hello I'm working on a procedural building and actually i'm stuck with something. I've tried many thing but it doesn't work. I'm trying to add or remove the number of the window when I change the size of the building. I've wrote this and i've tried to add an offset to keep a space between 2 windows but I didn't find how. vector mypt = getbbox_size("../box1")/getbbox_size("../box2"); //box2(window), box1(building) float dist = distance(@P, mypt); if(dist > ch("distance")){ removepoint(0, @ptnum); } if(dist < ch("distance")){ addpoint(0, @ptnum); } Is someone can help me with that Thank you https://youtu.be/iwNiS0YTCms
  5. 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
  6. Greetings, I want to model this attached picture in Houdini. I think the closest way to get this effect is to get into modeling a slime. I attach the link to a video on youtube which I think is close to what I want. Slime FX: Houdini Grains I do not know how to achieve this and what is the process. Any help would be appreciated. thanks,
  7. Modeler 1.0

    Modeler 1.0 for Houdini released! Free for all the DM 2.* users. $70 for the DM 1.* users. https://gum.co/xKBKM What's new: 1. DM now renamed to Modeler 1.0 2. new feature: the DM menu (Z hotkey) has been replaced with a new alignment menu where you can use tools for fast and accurate transformation. The menu includes the whole set of tools for working with a compass, geometry centring, quick flattening with gestures and many other transformation tools. Use the hotkeys for the tools of the old DM menu. 3. new feature: Deform Menu (N hotkey) with lots of interactive deformation tools including a new Lattice tool 4. new feature: MODELER_PICK_STYLE environment variable allows to override Modeler startup selection pick style. Add it to the houdini.env file. Use "Box", "Lasso", "Brush" or "Laser" values, then restart Houdini. 5. new feature: the hard and soft boolean tools are now combined in a new menu called Boolean (J hotkey) 6. new feature: a Fix Curves tool helps get rid of broken lines in open polygons. This helps when beveling corners of open polygons. 7. new feature: a Select Curves tool helps to select open polygons (curves) in the model 8. improvement: now some tools can create curves and process them. For example, the Extrude tool can produce lines from selected points. The Collapse tool can flatten open polygons (curves). The Connect tool can be used to cut a segment between two selected points or connect two open faces. The Push tool now properly moves points in open faces. 9. improvement: the RMB menu of the Push tool has a new item Toggle Connectivity, which allows you to move points, capturing the points of other closed pieces 10. improvement: the Push tool now works slightly faster 11. improvement: the Push tool can now slide point with Ctrl+MMB 12. improvement: the mouse and keyboard shortcuts of the Push tool have been completely redone 13. improvement: if nothing is selected, the Hose tool searches for all the curves in the current geometry 14. improvement: a Group parm added to the Hose Tool. Can be used in conjunction with a result of the Duplicate tool 15. improvement: Hose now creates straight edges tube if the Resample Curve set to zero value 16. improvement: Geometry Library renamed to KitBash and works only as the python panel 17. improvement: KitBash replace feature now doesn't update the item icon 18. improvement: Tools Panel now has a new category KitBash with tools for working with the library items. Now you can create, save, overwrite and update icons faster, without actually working in the KitBash panel 19. improvement: volatile edge sliding now does not require explicit movement of the mouse pointer to the edges 20. improvement: volatile edge sliding now can be used to slide points and faces 21. improvement: Fix Overlaps can now use face groups 22. improvement: Duplicate applied to edges now creates a curve in the current geometry object 23. improvement: the Resymmetry tool now works slightly better. The Tollerance parameter is no longer saved between nodes (). This allows you to not change the position of the seam points. 24. improvement: mouse wheel manipulation in various tools has been improved 25. improvement: new simple box type has been added to the QPrimitive HDA 26. improvement: Tools Panel now has a more logical structure for faster access to popular tools 27. improvement: the Modeler shelf was fully revisited 28. improvement: the Walk History Up and Walk History Down tools (Up and Down hotkeys) now work more interactively when traveling through nodes with more than one input or output. 29. improvement: the Select By Shells tools was replaced with a new Convert To Shells tool (Ctrl+1) 30. improvement: double-clicking with LMB in the viewport is completely revisited. Now you can jump to objects level by double-clicking LMB in an empty space. Clicking on a geometry allows you to quickly switch between objects. If you are in a certain state, double-clicking activates the selection mode. All these improvements speed up the modeling process. 31. improvement: the deformation tools (Size, Ramp, View) now have the fixed blend feature. The transition between the deformable points and the undeformable part looks more correct. 32. fix: Hose now orients rings copies correctly 33. fix: Slice, Mirror and Cut tools now set correct geometry center on tool activation 34. fix: JumpUp and JumpDown tools does not work when Compass is active 35. fix: QLight now works properly if you run it from the orthographic viewport 36. fix: sometimes camera movement with Alt did not work after a mouse click 37. Lots of tools have changed hotkeys. Look at Tools Panel for more details. 38. Python code has been revisited 39. Documentation has become more detailed 40. Overall speed improvement 41. Other improvements Works only in Houdini 18. Use build >= 18.0.346
  8. Hi all, I have been researching for this for days and so far haven't found a solution for this question. Maybe someone with more knowledge can point to the right direction. So, I have converted a 3D geo to a 2D version of it using the UV as reference through "@P = @UV". So far, so good. Now I need to perform some simple modeling procedures on the 2D geo like individual face extrusion, bevel etc and then bring the geo back to the original 3D version but with the modifications added. Would someone know how to bring the modified 2D mesh to its 3D format but keeping the mods performed while it was in 2D? Any suggestions would be appreciated. Thanks.
  9. Hello, I have an issue connecting two sets of points the way I want. As it can be seen in the screenshot, I have two groups of points, one along a square and an other along a smaller square. They each have exactly the same amount of points and I want each of the point from the bigger square to be connected to one point of the smaller square. Any help is appreciated. Thx.
  10. hi my dear friends In fact, I tried to imitation cinema 4d's Slide Tool >Clone edges https://help.maxon.net/us/index.html#XSLIDETOOL-MDATA_MAINGROUP Do you have a better idea? I use polyextrude node on a primitive, I want to merge point number 26 to primitive number 4, and primitive 4 , it has five point, it becomes N-gon Should I use facet or fuse node? Please check the attachmenthow to make a n gon.hipnchow to make a n gon.hipnchow to make a n gon.hipnc. Thank you!
  11. Hi ! my friends who can help me solve this problem Thank you very much $CEX GCX BBX ? how to move the pivot.hipnc
  12. modeling a cell (beginner)

    Greetings, I want to create a procedural shape like the one i am attaching to this thread. I cant seem to find the right process to achieve this. Would anybody please help and explain how to get this shape and form? any help would be appreciated.
  13. Random File to Point

    Hey guys, new user here. I have a folder of objects built and exported from Houdini, and a bunch if random points scattered on a surface. I'd like to copy a different file to each point based on an index attr. I've gotten it to work using packed disk prims but not as full geo. The issue with packed disk prims is I loose all the existing attrs and groups in the files. Perhaps I'm going about this all wrong because it seems like there should be a simple solution. Any help you guys can give would be thrilling!
  14. Sketch and etch style

    Like everyone else, I use a bunch of tools for my work. But I found myself using Houdini more and more for 2d work, including making a sketch or etch style of pictures like these. I did it using sops, and while I imagine there is at least a million ways to do that in Houdini, it was bloody fast, took just a few nodes, and with plentiful variations.
  15. Poly Carve SOP

    http://www.patreon.com/posts/31506335 Carves out polygons using a point attribute with the ability to define the carve values per primitive using primitive attributes. Pure VEX implementation, 10x faster than the default Carve SOP (compiled). It preserves all available attributes. It supports both open and closed polygons.
  16. Hi! I'm loading an .obj file that contains multiple pieces of geometry(with different names). I want to apply Boolean to every pair of them, to union them into one big object. I'm assuming I'll probably need to use the for loop somehow, but I can't seem to figure it out. Can you help me out?
  17. Hello everyone, Welcome to procedural modeling in Houdini. The idea behind this training was to take a character model and then generate an armour or a second skin on top of it completely procedurally, and also have the armour or skin design change every frame to give you multiple variations. For more information kindly click on the link given below https://www.rohandalvi.net/procedural regards Rohan Dalvi
  18. I have a line hovering above another object (in this example, it's just a grid, but it's more irregularly shaped in what I need). I would like it so that the line length matches the width of the object directly underneath, without reorienting the line, and preferably without actually snapping it to the new point (in y). Ideally, if I could extract a bbox D_XMIN (/MAX) (or a getbbox min.x), but only at the point in z where the line is, then I could just translate the points to that location. I'm sure this is super-simple, but I'm not quite sure how to go about it. A ray SOP gets me in the ballpark, but presents some problems, as in the pics. Thanks! lineray.hiplc
  19. Procedural Armour generation

    Hi, This is going to be my next training series. Procedural armour generation in Houdini. There's still a lot of work to be done. I need to detail the torso, the neck and finally build a head gear. But it's coming along fine, so I figured it looks decent enough to share.
  20. select corner points

    I'd like to select corners points here, I've tried and my wrangle does not work Can you tell me whereis my mistake ? Thank you hdni_untitled.hipnc head.obj
  21. link two points with a curve in vex

    I have a grid or any geo and I need to join two points with a rounded curve is there a way to do this in vex ? Thanks hdni_vex_curve.hipnc
  22. UPDATE An update on this project... The procedural tool is complete and my first space station is done! Now to blow it up and crash it! Here is a proper presentation of the tool You can also check more details, and some high resolution pics, at my artstation page: https://www.artstation.com/artwork/v1X09v -------- I made a tool that can be used to create space station modules for production of VFX. Basically all geo is water tight and easily subdivided and ready for Mari or Substance Painter... I didn't made the textures procedurally because I feel the hand touch in textures would add realism to the objects. The tool is 95% ready I feel but I am in the process of making my first Space Station... here are the samples: HDASample.mp4 And first render test:
  23. Procedurally generated cyberpunk building I've done this project before one year ,I draw a simple concept then I try to develop a complete procedural system inside houdini , it was fun experience Hope You Like it vimeo link : https://vimeo.com/349515288 behance: https://www.behance.net/gallery/83268643/Procedural-Cyberpunk-Building
  24. SHOUT OUT & Thank you to David CGMK: we have a new Houdini video posted by author David CGMK on our CGCircuit tutorial website, so if you were looking for a great "Intro to Terrains for Games in Houdini and Unreal" tutorial - check it out!! ; )) and thanks David CGMK awesome work! http://bit.ly/2jRl7ss
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