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Found 62 results

  1. Hi, I am very much a novice to Houdini, at present I am trying to create a a procedurally modelled house the for a scene/environment I am creating Is there a way I can say/command Houdini to bbox a specific point from a resample node's length to the opposite end of the target geo? Would this need to be an if function in vex or is it possible to write if functions within a node's parameters and channels, eg, resample, transform etc. hopefully my description below can help clarify my request, thank you for reading, and if you need more clarity please say many thanks , Dan
  2. Hi there, I am growing and instancing a few plants on a surface. The growth animation is done at the SOP level. I am now trying to have them collide with one another. But because everything is done in SOP, I actually don't know how to tackle this issue. Any idea? Thank you
  3. Hello guys, could anyone help me achieve what I just draw? I used the OrientAlongCurve to orient my normals along my curve. Then I use the AttribRandomize with N as Direction Attribute in the parameters. So far so good, I have the drawing on the left. I would like my normals at the bottom to be closer to my curve and the ones at the end more perpendicular. What should I do? basically it is the Cone Angle parameter of the attribute randomize (set to Distribution Inside Sphere) that I would like to scale by curveu (I think this is what I have to do). But how can I fetch a parameter and use it as an attribute in a wrangle or VOP. I probably don’t have to do this for my issue but this is something I was wondering how to do. Thank you !
  4. Hi Guys, I was trying to copy an object along multiple curves. I have attached few images that show how I get these curves. What happens at the end I'm getting some curves that have flipped winding orders, this eventually changes the tangent direction. Due to which when I use copy to points sop it flips my object. Kindly share your thoughts on fixing this issue.
  5. UVs and connectivity

    Is there any "real" attribute in a mesh that defines how vertex UVs are connected together? Or is it only implicit, so if two vertex UVs have the same position, they are considered merged? For contrast, in Maya a UV set is considered its own pseudo mesh, with the same UV point connecting to multiple face vertices, its own distinct topology buffers etc.
  6. When I sweep along a curve which was built by taking a grid and running a carve on it, my sweep looks like this- However my I try to do it on a curve that was created by taking a line, and then copying to smaller lines on the ends and fusing, it looks like this- As you can see the corners are messed up. I assume this has something to do with vertices as the first example contains only 4 vertices and the 2nd has 6. I'm just wondering specifically what the issue is here and of course how I can fix it
  7. I have an image sequence with an alpha and a tracked animated camera. I need to create some shadows on geo from it. My plan is to create some basic geo from the alpha Tracing & extruding to create some rough geo to cast shadows good enough for my purposes is no problem, however how do you project the trace node's results out from the camera? Ideally, I'd have the trace output match the camera frustum and all I'd need to do is animate the z-depth of the trace plane away from the camera to roughly match the plate I'm trying to fake shadows for. How on earth do I go about this? Thanks!
  8. As a newbie to Houdini 18 and about to start course in bricklaying, I was wondering if anyone had any advice or expertise in one or both of these disciplines. In my mind's eye I'm thinking that I could use the proceduralism of Houdini 18 using a grid system set to the measurements of a British Standards brick size of 215 x 102.5 x 65mm, and then use this grid as a template if I were to superimpose an image onto it. Then use coloured bricks (maybe to start with a monochromatic design just using white and black bricks). I know you could simply paint the bricks on a wall, but that's not what I want to do. There are also various types of how the brick is laid out in a wall that seem to be a standard (English bond, Flemish bond, stretcher bond etc). All these could be incorporated into a template. I'm an utter beginner at both though. This is purely thoughts swirling about in my head at the moment. I'm going through the basic tutorials now, just wanted to post a request here just in case a Houdini user would have useful tips and tricks that could help especially with regard to how to create a set of templates. Also, any courses recommendations appreciated too. Thanks.
  9. I successfully did the Donut tutorial by @konstantin magnus Thank you. You rock!!
  10. How to procedurally flatten the bottom of a sphere. Just an idea can be very helpful here. I have been trying bbox (min, max y-components) in a vop over points, haven't been able to achieve.
  11. Fixing the Trace-Sop

    Hey Odforce, I am having a hard time fixing the results i am getting from the Trace-Sop. As you see i get this kind of overlapping faces + if i try to polyextrude, the direction of the traced faces seem to be totally off. The result i had from basic shapes were pretty good, but as soon as my shapes get a bit more complex the Trace-Sop doesnt seem to work right. Already tried playing around with the filters and such but nothing seems to get me where i want. Cheers, Sam
  12. Hi Superior brains, as I approach modelling methodologies, I've turn my attention towards VDB's In the below example I've used a grid (but this would be an arbitrary shape Convex/concave "2Shape") with a noise pattern to create heights for a later extrude; I then convert to VDB to "cleanup the geo" My question: is it possible to directly manipulate the VDB via VEX to do something similar without having to go through the conversion process (poly to VDB) One reason behind this is the shape I wish to extrude can be fairly complex and dense thus making the conversion process slow, so perhaps adding voxels or extruding/expanding/manipulating voxels is possible in some way? ( VDB Wrangle?), feels like this is not possible but never hurts to ask... unless its physical...;)
  13. where is voxelmesh?

    I was following along nicely to this tutorial until the end where he uses a voxelmesh sop. My Houdini version (18.0.416/education) doesn't know what this node is. I also couldn't find it searching this forum. Any ideas? thanks
  14. I've been learning a lot of vex over the past couple of months and this is my first real practical use trying to make a procedural tool. Let me know what you think! Next iteration is to add more curved lines using trigonometry instead of smooth. https://youtu.be/UsDpGrcrLhE
  15. Non overlapping UV's

    Hi all, I'm looking for a way to ensure I generate guaranteed non overlapping UV's. (Besides exploding it into all triangles and a huge mess). The resulting UV's don't need to be super great, the importance of fixing the non overlapping issue is key. flattenUV and unwrap and all tools I tried on my sometimes complex meshes produce overlapping artefacts. Thanks for any help!
  16. 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
  17. Hi, I need some help exposing materials on an object made in 3ds Max. Im modeling the assets in 3ds Max and sending them into Houdini to Unwrap, before sending them on to Substance Painter (then on to Unreal). It's a workflow that worked excellently when using Zbrush instead of Max, but i can't quite get Max to work with Houdini. Here is a visual example of what im getting across these softwares. The issue is that the material ID's i created in 3ds Max aren't locatable in Houdini. Ive tried exporting the objects from Max as .obj, .abc, and .fbx, but i just cannot get it to work like i did with zbrush, where you just make sure the polygroups are polypainted on the model before exporting/goz'ing to Houdini (polygroups/polypaint being zbrush's version of 3ds Max's material colour ID). Could someone please take a minute help me out. Many thanks
  18. Houdini cotton candy

    Hi, Saw the attatched image made in blender, is there any way to make cotton candy in houdini(without grooming)? ThankYou,
  19. Hello, my name is kalata and I am an experienced Houdini Artist. I also have solid experience in 3Ds Max, Nuke, After Effects and Photoshop. You can check my demo reel here: https://www.behance.net/gallery/96292145/Procedural-Apartment-Blocks https://www.behance.net/gallery/93554753/Procedural-Neighbourhood-Generator
  20. Hi all I am currently working on a feasibility test in order to build up some understanding of procedural modelling, I have a question regarding expressions in Houdini today, I have received great help from artists in the community which I am very grateful for, thus has helped me get this far, the new question I have is, I would like to delete all the lampposts based on the location of a building box I am using to represent a futuristic house, this box will be a model of a house and will have details like windows and doors later on, with this in mind, am I better of using a proxy box over my model which deletes the lamppost inside the box's radius or is this possible with the actual asset itself?, I have attached an image of what I mean including the current expression within the delete node thank you . Kind Regards Ahmet.B
  21. Rope bridge procedural

    Hi, I'm working on the most original project never did in Houdini before of a procedural Rope Bridge. I have to say thanks for all the help I have found in this forum and now I would like to share with you my progress. (In the description of the video you will find the HIP file) https://youtu.be/kILUeVOmAig
  22. I'm trying to transfer the Uvs from the model to same model which I made symmetrical... but UVs are stitching... I need exactly the same without stitching from the first input...how to resolve this!!!!????? the result should be like 2nd image
  23. point normals

    I wanted the tubes to arrange towards the geometry... how i can drive my normals towards it??? and the curve is exported from maya in fbx format....
  24. get orient attribute from point normals
  25. Branching curve?

    Hey everyone I am making a road system that dynamically deforms the terrain and for the most part it works great however every individual street is its own curve then merged and fused together. The problem is I will end up with 100's of curves and if I want to go back and adjust a point I have to go through all of them to find the right curve then adjust the 1 point. What Im looking for is a way to have a single curve node that branches off like in the image. Does anything like this exist or is there a solution so I dont have 100's of different curve nodes? Thanks!
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