Jump to content

Search the Community

Showing results for tags 'packing'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • 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 6 results

  1. Hi, I'm trying to replicate an effect in Houdini that a free, but ancient and painful to install plugin (www.AutoPack.org) for 3Ds Max did. Mission: to position different 3D objects inside a larger object with zero to minimal overlap. The closest I've seen to this is in an Entagma tutorial (entagma.com/houdini-17-quicktip-packing-geometry-using-the-uv-layout-sop), but it is 2D packing due to it using the UV map. A colleague has gotten close using a VDB, scattering points inside, scaling different spheres for each point, preserving the adjusted pscale, and swapping out the geometry, but it's not really packing the objects in, so loads of space between them, and not quite the AutoPack look I'm going for. Short of simming the objects falling into a container for the shape I'm after, I haven't been able to find any other way to pack them together. Any Magician's out there with an idea on how to do this? Bex
  2. Hi, I'm new here (and new to houdini as well) and have a very similar problem to what I have aleady seen here considering scattering and tiling. I have not been able to solve it yet so I take the chance of asking: I want to distribute/tile objects over an area without changing scale and orientations. Lets say the object are rectangular tiles of slight variations. Like taken from at stack for real planks or marble tiles. Basically laying down a floor like a craftsman would do it. Using the UV-layout SOP solves it on a technical level but it is not possible for me to art direct it or randomize the placements of planks in a satisfying manner. So what other approaches are there? If I would write this in pseudo-code it would be something like: // variables given at start Rect areaBounds; Rect tileBounds[10]; // a list of placed tiles Rect placedTiles[MAX_TILES]; // availble space Rect availableSurface = areaBounds; while (AreaOf(availableSurface)>0) { Rect tileToTest = tileBounds[randomChoice(10)]; if (DoesTileFit(areaBounds, tileToTest) { AppendTile(placedTiles, tileToTest); ReduceAvailableArea(availableSurface, tileToTest); } } But I just assume this is one of more common operations that people do and there is an easy to use solution in Houdini that I just don't know about...
  3. Soft Body Object Packing

    I was curious on methods for using soft body aggregation and packing. Think spheres that pack together around a geometry.
  4. Hi guys, I have a city FBX with massive amount of objects, all textured. Is there any way to optimize this structure for Houdini? Creating geo level bgeos manually would take forever, and I would need to re-texture everything. On a single object I usually create a bgeo and rat files for textures, but here this process would take days, a less time consuming solution would be great. Thanks for any advice,
  5. Made this, after watching entagams tutorial on object packing. i used vdb to cover the spheres to give a slimy look and feel hope you like
  6. city shapes to rectangles

    Hi I need some help from the guys with the big brains . I have some complex Shapes from osm data inside houdini. So i want create some buildings out of this shapes .But the complexity of this polygons complicate the procedural modeling a lot. So it would be so much easier , if i have just rectangles or kind of rectangular Shape. So have someone an Idea how to achieve this ? It dont have to be total accurate. Read a lot about packing and packing Problem , but have to say that these Papers with 30 Pages of formulas are over my head. Please help