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Found 41 results

  1. Greetings all! I need to align an object to a point (without using Copy SOPs). I found a short tutorial on this that uses a VOP SOP with "Align" and "Extract XForm" nodes. This works exactly as I'd like it to, but I need to rebuild it as it was created in Houdini NC, and is also a few years old so it appears some of the nodes have been deprecated. I did my rebuild approximating the original file with non-deprecated nodes, however, I'm not getting the normal-to-rotation alignment I need and I'm at a loss for where to look to resolve this. Attached are screenshots, one derived from original file (Non-commercial), the other is my re-build (Indie). The results in the Geometry Spreadsheet tell the story. Respective .hipnc and .hiplc files are also attached. Preemptive thank to any responders! NpF N_to_angle_NonCommercial.hipnc N_to_angle_Indie.hiplc
  2. Hello, I have a sphere where I am scattering points in the middle of each primitive, but the final output has the made all the cubes face in one direction. this is the desired outcome I want, but all the points here are scattered on each point but not on each primitive. Any help?
  3. Extrusion issue

    Good day everyone! I am still in my baby steps using Houdini so please indulge everything that might seem obvious in my problem ^^ I am following this sidefx tutorial by Tim Van Helsdingen only to apply it to my specific needs (A filled chocolate bar in my case..) anyway.. my issue is that when extruding the geometry to the inside to thicken the chocolate surface it comes rather okay except for the substracted logo/text zone where it goes all over the place creating artifacts and overlapping all over the place.. My noob guess is that it has something to do with the normals for the text area making them go horizontally rather than pushing them down like in the rest of the chocolate bar? PS: Lowering the extrude height is not an option for me as that's the minimum thickness I am allowed to use. I also don't think my workflow/geometry is the most optimized and could be that the previous boolean operations are causing this issue so feel free to point out any tips to improve that! Thank you very much in advance. Blanc_01.hip logo-galler.ai
  4. Is it possible to use point normals for displacement shading? I'd like my grid to displace in the same direction as the normals are in this video. Houdini Tutorial #7 (Point Normal) - YouTube
  5. I need help I newly started with Houdini and doesn't know hot vops and vex works and I want to create a line where the normals are pointing in a different direction while keeping a 90-degree angle to the line. I fount a tutorial on the internet which only make the normals point in a random direction but not in the 90-degree angle I tried to set the normal direction to zero with floats and stuff but it always results in vex errors. @N = sample_direction_uniform(rand(@ptnum)); rand nomrals.hip
  6. Hey All! Currently I'm almost a month in now, trying to accomplish something inside houdini as a complete newbie. I was hoping there would be someone out here that has the knowledge to help me out a bit. Every tip is a helpful one for me at this stage entering the amazing world of houdini! So this is what I'm trying to accomplish. I'm trying to simulate a logo inside a big bath full of chocolate that slowly sinks down and drowns in the thick, viscous fluid. I got everything set up with an ocean source, narrow band particle sim and got everything cached. It looks pretty fine, until I continue to the meshing part. I've already spent quite some time trying to get to know the particle meshing tools inside of houdini, and for this case the best one turns out to be the workflow using the VDB toolset (since It gives me the most flicker free results). It get's pretty smooth as well, and I can give it a final smooth using a normals node, followed by a attribute blur that blurs out the point normals. Now comes the part where I'm getting stuck: I'd like to export this to another 3D application. In this case Cinema 4D. But unfortunately, I can't seem to figure out a way to transfer over these smoothed normals to an alembic file. What could I do to render out the pretty result in cinema, like I'm getting in houdini? Thanks a bunch in advance guys! I already learned A LOT from all the crazy talented people on this forum, so thanks a ton for that already. Stay safe,
  7. Hello fellow magicians, I have a Point Wrangle with 2 inputs: each input has 1k pts which are sorted to match. I am trying to create a primitive (line) pointing from a point from the set 0 to the corresponding point from the set 1. I have adapted some VEX (as in the image) I found on the forum but it doesn't behave as expected. Instead of connecting corresponding points, it connects all the points from one set to a single point in another. Finally, what would be the best method for creating a normal in the direction of the created primitive?
  8. Hi, Is it possible to set up the normals of these points procedurally using vex or python? I just set point attribute to every point with vex, but could I make it more procedural if I had more or less points, for example?
  9. I have a simple setup with a two sided shader. On the backface somehow my normals are messed up and I cant get them fixed. Anyone has an idea and can help me out? Thank you. kind regards Jon twoSidedShader_01.hip
  10. Hi I'm trying to add up deformation from 2 animated objects (or rather, same object with 2 animations, so the topology is the same). I've been reading up on this but wasn't able to find anything. I was wondering wether anyone had an idea how would you go about this? My only guess is matricies, but I haven't used them in quite a while and would probably start learning over, so to avoid unnecessary time sink I wanted to ask wether someone did this with matricies succesfully? Hopefully its pretty clear what I'm trying to achieve, but if not I found this post which describes the same problem and has example file with the issue in question.
  11. 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....
  12. This is a simple network consisting of a circle with a scatter node that's followed by an attribute wrangle to create (and orientate) some normals upward. It's working but I'm curious as to why all the normals lay down as they get further away from the center of the circle. Here's what's in the Att Wrangle :: vector a = set(0,1,0); @N = normalize(a+@P); Increasing the Y parameter affects the normals' direction (e.g. a value of 1000 forces them straight up without a noticeable difference in their relative angles, where a value of 1 has the noticeable falloff like influence). I'm wondering why it has a stronger influence toward the center of the circle?
  13. Can someone explain why the circle is born with inverted normals when orientation is ZX Plane, in both H17 and H17.5?
  14. I'm running a for-each-connected loop, and need to rotate separate shape such that the largest face is down, for example the one marked L is the largest for the shape in the image. I have a theoretical idea, no clue how to implement it, and not sure if there is a faster or simpler way: (1) get the largest face (no idea how) (2) rotate till the normal of the largest face is facing down Again it's too theoretical, but if you have a way that would turn these flat on they largest face I'll be grateful
  15. Can you help me/ Problems with displacing along normals in for -each node. how to attach them? it will be a planet will separated part with good detailing in unity. Sphere_displace_part.hipnc
  16. hello everyone can someone be so kind to help me with this, i want the normals for the curve on right "U" to be radiating out... (the @P = @N; worked for the "O" which is a circle however it didn't work for something like "U") as in the redlines in the attached image. thanks m.
  17. Hi guys, I've already posted this on FB group with no answear so you're my last hope. I have a problem with normals demonstrated in the video, basically object animated on a curve and aligned to the curves tangents hits a geo and gets stuck in it but it doesn't rotate along with it. So basically the question is how can i match the movement of normals of the object beign hit and hitting so that it rotates properly? Here is simplified .hip: link
  18. 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
  19. I'm trying to build out an idea for an HDA that would create a vine along a surface based on a find shortest path SOP and some controllers for where the start and end points would be to control how long the vine is. This is mostly intended to be a tool in a realtime engine with the idea that it would be cooked into a static mesh (so it doesnt need to animate). I have the main branch generating fine but I am attempting to create some branching points from the main curve to create child branches from this main branch. However, I'm fairly new to Houdini and kind of stumped where to go from here. Currently I'm scattering points from the main branch and attempting to drive them away from the main branch while following along the surface normal of the underlying mesh. I've got something really basic(just sending them out at a random vector direction and snapping them to the surface) but I feel as though this method doesnt give me any control. I thought about trying to make the branches use a find shortest path as well but Im not sure how to control where the start and end points would be procedurally, hence why I was trying to create curves along the surface normals in an attribute wrangle instead. I attached a .hip file for anyone willing to take a look. Thanks for any advice, I appreciate any pointers in understanding VEX better. IvyGrowing.hip
  20. Fixing Normals

    I am not sure why the normals are not working as I think they should, but I am trying to model a simple belt and have the decorations follow the belt. I do not want to add an old point SOP to make all normals point upwards, but rather have them follow the belt. Would you mind telling me what is wrong in my model? Thanks. Belt.hiplc
  21. Hey all, Apologize in advance for the noobiness, but this must be the right place where to ask. I'm trying to instance more than one Spotlight to a deforming geometry. What I've done so far was scattering points over a mocap and riveting a spotlight on a single point. My question is: Is it possible to procedurally instancing spotlights on every single point, possibly following the normals of the deforming geo? Might sound a tricky question so that's my .hip file attached {{ dnw5.hip }} Much love
  22. Custom Normal Rotation

    I have a popnet creating some particles with the POP spin, to have a random rotation in each particle, also Im copying a tube in each particle, the tube rotates as it supposed to, but when they hit the ground, the tubes stays with a random rotation as well instead of pointing Y. I'm thinking that if I use the normals instead of the POP spin I could blend between the N0 and N1 when the particle hit the ground, using the hit info from the POPnet, but truthfully I don't know how to achieve this .-. I'm using POPs and copy the tubes/coins to the particles because the particles born magicaly from the floor after a character hit the floor with his cane. If anyone could help me or have any idea I would appreciate it!!!
  23. Faceted Normals After Displacement

    Hi all, I've set up a displacement shader to rotate an object. As you can see, when the displacement is applied, the normals are not smoothly interpolated. Is there anyway to fix this without subdividing the entire object? Displacement_Normals.hipnc
  24. hi guys as the title says really i've got an anim i imported - i dropped down a trail sop compute velocity and now i want to turn that into normals. I tried attribute promote and a wrangle with @N = @V; but it didn't seem to work can anyone advise me how to go about doing this? end result is having some control of a pyro sim around a character eg smoke swirling up and around his limbs so i'm using a tip by Ben Watts to try and blend those animation normals/velocity with normals that simply face upwards. Theres probably other ways to do this but i've no idea and tbh this whole thing is just an guessxperiment heh heres the tut i was looking at....
  25. Before I go ahead and try an overcomplicated approach using raycasting I thought I'd check to see if anyone here has a simple solution to this problem. I have a model from maya, that has had many sections mirrored, thus creating sections with primitive normals facing inward rather than outward. Is there a simple method of making all normals face outward? All of the poly shells are enclosed as well, so no open surfaces to worry about.
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