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Showing results for tags 'point cloud'.
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In case you want to try it, this is the link to the repository - https://github.com/aniketrajnish/MeshToPointClouds-Houdini Do hit a star if it helps you!!
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Hi guys, How can I convert a point cloud to a surface? Thanks for helping. PointCloud_To_Surface.hip
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Hello there I have a bunch of points in space and my team needs them to be in format .ply : Here my viewport I never worked with this format, how would you approach to export it in .ply? I dont really know if this is working properly, Houdini reads it okay in a file node and also Blender. But I dont know if it reads every color also. Would you export it as I am doing it atm?
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Hi, On a grid, I used a VOPSOP with a point cloud lookup to find the closes point around my current point that has a specific attribute. And then I can measure the distance between them and compute other stuff. But, this system is slow (We have a big pipeline with many different things, this is just part of it). We decided to swtich to COP since we can treat the grid as an image. 1 point == 1 pixel. What I want to know, can I use the point cloud nodes in a VOPCOP2FILTER inside a COP2NET? Pixel position is the same as point position right? But how do I specify the Point Cloud Texture (file) to be the COP image? Is it posible at all to use Point Cloud nodes in COP context? Thx for your input. C
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Hello, I am trying to do some edge detection using a kernel. I need to do this using standard SOPs/VOPs. http://setosa.io/ev/image-kernels/ I saw a tutorial from Entagma (https://vimeo.com/169437381) that basically does the operation by hand splitting out the vectors and multiplying them but it's quite tedious and you dont really know what vectors you're multiplying (QUESTION: is there an order in which pcfind returns the array of points eg. clockwise closest to furthest ?) Is there a better way (using actual matrices / knowing exactly which points) ? thanks!
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I am certain that this is a simple question, but I am still struggling with it. I have a vector attribute called "centroid" on a bunch of primitives, and I want to create a point cloud whose P values match the centroid positions. I could use any of David Kahl's methods here https://www.youtube.com/watch?v=iyZ8dIqJ47U if I wanted a point at the centroid of every prim, but instead I have several prims with the same "centroid" vector because I obtained it by running "extract centroid" over prim pieces via a for-each loop. My instinct is that this is a super simple VEX expression like: @P = @centroid; But that is obviously wrong. I also tried the set expression, but that didn't seem to work either. Is this like "promoting" an custom attribute into an intrinsic one like "P?"
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- centroid
- attribute wrangle
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Normally the goal with Point Clouds is how do you create a mesh? My challenge is the opposite. Given a mesh, what is the best option for creating a point cloud that retains the color attributes of the mesh material, with the goal of exporting the Point Cloud in one of the many popular Point Cloud formats (.ply, .fits, .xyz, .pts, .csv)?
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I'm going through a tutorial on the Microsoft website entitled 'Use SideFX Houdini to turn point clouds into optimized 3D models for Dynamics 365 mixed-reality applications' and have run into a problem. I've converted a LAS point cloud, taken from Open Topography, into a point format using Recap Pro. I've then converted this point file to a Houdini format .ply as per the tutorial. No errors, but I seem to get only a few points in a bounding box. How do I visualise the actual points? This is my first day on Houdini Indie, so it could be something very obvious. Thanks in advance.
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Hi guys (and gals)! How can I split the scattered points of a geometry into three groups, depending on the scattered points position to three different objects? I have tried with point clouds, with nearpoints and everything I could imagine, but I can't seem to figure it out! It either relies on radius, or doesn't sort correctly. I also tried with the sort node but it really messes with my sopsolver which is used for the infection down the stream.. To better explain the situation, lets say I have the geometry I want to split scattered with 10 points, and the point targets I want to use as refs have 2, 4, 4 points respectively. How can I "sort" the scattered points to either belong to group 1, 2, or 3 explicitly, depending on the distance from the point targets? Each point should belong to one group and one group only. And the sorting only has to happen in the beginning of the sim, after that pop forces take over. If anybody has any idea, please, feel free to share! Thank you for your time, G.
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- point cloud
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Hi, im trying to create a reptile scale tecnique, using points scattered along curves on a mesh where i'd like the scales, and i came across this amazing work by psop creating a chameleon.(https://cghow.com/making-of-jbl-chameleon/) Does anyone know how you can go from the first mesh which is the classic quad meshed character, to a remeshed version based on connecting all the scattered points on the mesh? i've tried everything i can think of... 1.triangulate2d, then restoring positions, but its not good for complex mesh shapes. 2.tetrahedralize, not so hot as cant tell it to only grab points from the surface of the mesh, it goes mad connecting innards of the mesh like a lattice. 3. i then tried "point iso cloud" which is great for laser scan reconstruction, and uses my custom scatter points to make the mesh BUT does not result in a mesh that uses my scatter points as the actual mesh points. 4. is there any mileage going down the vex route, creating a UV, then instead of searching for nearpoints in 3d space (where you could grab near points that arent actually connected on the same part of the surface of the character), and instead search distance on the UV positions of the points? 5.voronoi fracture the mesh using needed scale position points(scatter), then trying "compute dual" on the divide SOP. this feels quite close, i just need the mesh thats constructed by connecting the scatter points making lots of triangles; once ive got a mesh with the points of the connected triangles at the centre of my desired scale positions i can then compute the dual and HURRAH! ive been smashing my head against a wall for days now, id really appreciate some brain power as i think ive burnt all mine out!! cheers J Atomic14
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Hi all. Can anyone tell me what the best method for bringing in ASCII data into Houdini would be. I have PTX point clouds that I would like to mesh in Houdini, but I can't load them. Here's an example of the first 20 lines from one of the PTX files: 3680 2463 7115.197796 14574.203673 51.118767 0.737771 -0.675051 0 0.675051 0.737771 0 0 0 1 0.737771 -0.675051 0 0 0.675051 0.737771 0 0 0 0 1 0 7115.197796 14574.203673 51.118767 1 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 Thanks!
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Hi all I've read through previous posts on this topic as well as other websites attempting to solve this, but I have yet to find an adequate solution. I am trying to build a workflow for meshing large point clouds (lidar ply files) that we can offload to our render farm. The issues I'm currently having: 1. The point clouds have no normals so point cloud ISO does not work. I'm not sure what math other point cloud software uses to generate normals on point clouds. 2. I've tested using both VDB from points and Particle Fluid Surfacer. The particle fluid surfacer seems to be faster at meshing the points, but the big problem with both is that it ends up giving you thickness which is ultimately double the number of polygons and completely unnecessary. 3. The point clouds are massive (averaging 100 million points per file), and I haven't found a good way of automatically splitting that up into better chunks. The point cluster is really slow on that many points. Any advice would be much appreciated. I'd love to keep this inside Houdini rather than using traditional point cloud software, mainly because I can run it on the farm and because the rest of our workflow is all houdini based. Thanks!
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Hey, I'm sure this has been asked numerous times, but I've looked through past posts and can't seem to piece together enough info. Trying to use point clouds to find the nearest point for each point, and then the nearest for the previous found point and so on. Want to create ordered points to connect with the add sop, based on the nearest points to each individual point - creating one curve from ordered points. I'm aware the sort sop can sort by spacial locality, but it behaves strangely (spatial locality to what?) would like to set this up in vops. Any help appreciated - ta.
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Hey everyone! Here's a demo of some point cloud tools I created to calculate concave and convex curvature as well as gradient and curl direction, also sharpening. Forgot to mention in the demo that the curvature calculation is a great way to do differential growth by advection along normal * curve * noise * parm. Also, the curl calculation can be used to make grass patches and groom fur by orienting curves along the direction to add swirly variance. There's a lot of ways these tools can be handy, interested to see what you all come up with! Let me know if you have any questions, enjoy! curveGradientCurlSharpen_v002.hipnc
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Hi, just a quick question: some SHOP nodes have a geometry input. like pcopen, intersect, etc. I'd like to point these inputs to the geo node existing in the scene rather than file on disk. Same thing like bringing in the COP result into the shader by typing `op: obj/copnet/OUT`. But it seems to be not working for geometries. Is it really necessary to cache out geo before using it in the shader or is there some trick to make it work like with COPs? If it is not possible, is there any good reason why? Caching things out can be a bit annoying part of the workflow sometimes. thanks, D.
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I have been fiddling with making a rust texture that has features that are able to be controlled from a point cloud. That way I can have a bit more artistic control, while still being entirely procedural. That is kind of the essence of the assignment I am working on. Unfortunately I am pretty sure that I am doing something wrong with the point cloud in the VOP network, because It will go ok without an error for a bit, but then it will suddenly start giving me an error that some shader doesn't exist, and the name is something like Ѣæŗ.vfl or some other random ascii code. I go reoutput my .sc file and it works for a bit, then suddenly breaks again. Also, I tried to use an op reference to it at one point, and it didn't really like that either. Any ideas? rustExperiments.0.0.2.hipnc
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Hey guys quick question, I need to do some operations on two particle streams\groups using point cloud using a pop vop. fist of all, can I put the pop vop after merging the two streams, or do I need to have it connected to one of the groups before the merge, and how to plugin the two in the pointcloud open? Note:I'm really new to pointcloud, but I've been using TP witch has the same method of groups and searching between the groups! Thanks, Mook
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Hi all I'm wondering if I can add an attribute to processed point cloud file instead of driver point. is a way for doing that? I want to remove points of a point cloud file which are closer from a certain radius from some other points. thanks
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Hi everyone! First post so if this is not the correct forum, I apologize in advance -- I'm relatively new to Houdini. I have a large set of points imported into Houdini and I want to connect the points sequentially with using point ID. However, I also only want that connection to happen if the distance between two sequential points is smaller than a set distance. The add SOP gives me the sequential connection when I use the Polygon tab By Group but I'm having trouble excluding the sequential points whose distance is greater than the amount I want. I don't know if there's a way to either form groups first with my distance criteria, or delete the long edges after the add SOP? Thanks in advance! Help or general pointing the in right direction will be greatly appreciated! J (I've included a diagram of what I have vs. what I'm trying to do)
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Hi there. Here´s a hip file that did work in H13 (and with the proper H13 nodes and setup working). And next to it you´ll see the H14 setup that SHOULD work but it doesn´t. I imagine I´m doing something wrong but I cannot find the problem on the point cloud setup. I´m using a Set Attribute VOP instead of the Add Point to Group which doesn´t exist anymore... Please, help me Obi-wan kenobi, blahblah... PointCloud_H14_AddToGroup.hipnc
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Hi, I have a grid of maybe 1000 triangles which are coloured black. I colour a few points white and use a point cloud and solver to spread the white colour throughout the grid. My intention is that once the triangle primitive turns white it flips 180 degrees. The rotation of the triangle should be such that triangle appears to be rotating away from the white colour. The tricky part is that I can't be sure on which way (and therefore which axis) the triangle will need to flip. My thinking so far is this: Iterate over all black triangles (in vop sop or point wrangle) and find the nearest white point Find the two points within that triangle that are furthest from my found white point Set the vector of those two points as my rotation axis Flip triangle It seems fairly simple but i'm struggling a little bit, and its an interesting topic finding the nearest point with an attribute above a certain value. I've attached a simple hip file to illustrate what I mean (and a vop sop with a half baked idea!) Cheers, Mike flip_test_v1.hip
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I'm hoping this is a very basic question and i'm missing something.. I'm playing around with writing some vex code to achieve self collision in a basic particle system and I was wondering what the best way is to iterate over all (other) points, i.e. if a connection (or check) has been made between point 0 and 1 it should then be re-made for point 1 and 0. Obviously this would simple in python or mel for example but vex is harder since its multithreaded? I've only just started looking at vex so i'm only half sure this is correct so far? I have a work around but is not efficient (I may be iterating over thousands of points) so maybe a python sop would actually be better?? Thanks, Mike
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Greetings Houdinians, My rendering of multi sss on animated bgeo which has changing point counts is causing lots of flickering. Upon some research, I narrowed down the culprit to point clouds calculation. While the generic answer was to append a Rest Position node, it doesn't seem to be working. I have also tried to write, then read the pc file. Any idea how I should solve this? or where can I look into? Thanks!