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Showing results for tags 'points'.
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I am using an Attribute noise to scatter some moving points (via pointVOP) and would like to have a gradient mask from left to right to blend the noise on the points, any idea how I can achieve this? I have tried this with no luck: Any help would be extremely grateful.
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(VEX) Connecting disordered points with lines
RUXERMAGNO posted a topic in General Houdini Questions
Hello, I need help to connect points with a single line without crossing it, the points are out of order so it does not work to use the Add node. I am trying to use For Each and arrays in VEX but nothing works for me. I have a "start" and "end" group with the correct points, I need to iterate from point 0 looking for the nearest point and add a polygon, I have tried everything but nothing works. I attached a test scene. Any help will be welcome Thanks!! PtsToLine.hiplc -
Hey there, What approach would I take if I wanted to generate points inside a heightfield mask, where the points spread across the center of the mask? Thanks!
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- mask
- heightfield
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I'm still newish to Houdini, so please bare with me. I'm trying to create walls between multiple watertight objects of uncertain shapes, which are guaranteed to have space in between them, but which are still close together. My first idea was a 3D Voronoi structure kind of solution, a bit like this: But instead of walls between every neighboring points, I would fill the geo with points, give them groups, and then only create walls between points of different groups, like this: Is there a nice way to get this? I tried to use the Voronoi Fracture Sop and to promote the points in a group to primitives and blast them, but this doesn't select all primitives. I'm also very open to different solutions! Thanks!
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I've been trying to engineer this effect that I found in this video, timestamp 19:01. I think I understand everything but I can't figure out how to set up the CHOPs network in order to create this randomised resizing animation. The closest I could get was by animating the internal edges to move in the X-axis at the SOP level and then randomising them and offsetting them inside the CHOP network but they start to overlap each other and it's not as perfect as the initial example video. Any help would be much appreciated. GridShift-01.hiplc
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I've been trying to engineer this effect that I found in this video, timestamp 19:01. I think I understand everything but I can't figure out how to set up the CHOPs network in order to create this randomised resizing animation. The closest I could get was by animating the internal edges to move in the X-axis at the SOP level and then randomising them and offsetting them inside the CHOP network but they start to overlap each other and it's not as perfect as the initial example video. Any help would be much appreciated. GridShift-01.hiplc
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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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Hey all, I'm trying to recreate this trail-motion form-like thing... I was trying to do it with a sweep and a path but I'm not getting the nice interesting shapes like in the image. Does anyone else have an idea on how to approach this? here is my failed attempt so far (in the hip): odforcehelp01.hiplc Thanks!
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- motion trail
- trail
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Hello! I'm kind of new to Houdini and especially to VEX. I was trying to animate scales appearing on a geometry using a ramp in an attribute wrangle, which controls pscale. This way, when changing ramp point position pscale changes along the x axis. However, the last points don't change, as you can see in the first image. What am I missing? Thank you!
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Hi, I'm trying to solve an interesting task in Houdini while I learn more about VEX and just ran into a situation where I'm not finding an answer anywhere. So, I created a voronoi sphere and then added center points on each "piece" (face) of the voronoi cells. What i'm trying to do next is to create new primitives using each center point created on the previous step. I figured out how to do that by manually adding each vertex in the code using the addvertex function but it would be a time consuming task and it would kill the procedural process. Also, I noticed that as I start creating each face by entering the center point numbers on the code, some point numbers get shuffled resulting in a wrong face sequence and winding. Attached are some images showing what I got resolved so far. That said, how can I create new primitives using the voronoi center points? I tried sorting the point order and then creating a primid that could later be used in the add sop to create new prims but because there was no primitive connecting the new center points, the resulting primid was -1. Just for reference, I tried using this code and it resulted in the negative primid: int ptorder[] = primpoints(0, @ptnum); i@sort = find(ptorder, @ptnum); i@primid = @primnum I see that there are potential functions that could help in this case like nearpoints but i'm not sure how to sort the points correctly so each primitive could be created correctly or if it even helps. Any thoughts on this would be appreciated.
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Draw lines from one object's points to another.
Smicksus posted a topic in General Houdini Questions
Hi peeps, Maybe someone can help me achieve this. I followed a tutorial by Antengma on how you can make lines between points with a specific searchradius. (That is the code I'm using in the wrangle) Now for this particular setup, I want only the red points to draw lines between the blue points. My guess was to put the red points in geo handle 2 and set the nearpoints(0, @P, searchrad); to nearpoints(1, @P, searchrad); This didn't work... Can someone alaborate? Thanks in advance! -
Hi Guys, I'm stuck doing this stuff, I would like to make a DNA based on fiber/curves like in the picture The 2 branchs and every step in the middle are noisy fiber.. I getted the DNA but can't get the way for the middle steps.. Any help would be appreciate. Thank you.
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while pointvop only run over points, is it possible for the point to find out what's the prim number belongs to, and then retrieve a attribute from the prim? i am currently making: 1) attributes in a curve 2) promoting the attributes to points 3) using those attributes, but now i have 3 loops over the geometry =( and i would like to optimize since will be a lot of curves/points, i would like to vopsop loop the point, find what's the Prim number that belongs to and retrieve the attribute from that prim. thanks guys optimize_vopsop.hip
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I’m looking for a way to go about connecting points based on a min/max distance. My goal is to skip connecting the points closest to the starting point, and only connect to points within the minimum distance threshold.
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Hello guys, As you can see in the image below, in a bunch of points islands, I need these things, using VEX: 1) I want to apply random color to each point island (cluster). 2) I want to group each cluster’s (averaged) center points. I tried several ways without success . I would appreciate any ideas. Thanks for helping. Center_Of_Point_Clusters.hip
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Hi, I'm trying to offset points along a curve with a specific p vector... I'm pretty close but it seems to be shifting the point count randomly when it animates? You can see where the problem is in the screengrab.... Here is a test scene any advice or help would be much appreciated. pointsTest03.hiplc
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Hello, I'm trying to wrap my head around this... how could I have the orient of nearby points (possibly with a falloff) point avoid (point away from) a nearby object? My setup right now consists of copied points on a surface and would love them to directional rotate away from the sphere as it gets close to them... here is a scene file if anyone wants to take a stab! pointAway01.hiplc
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Hey hey. I'm trying to do a very simple thing - connect opposite points within vex... Normalas are given. I've tried with dot product but failed((( Any advices?
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Does anyone know if it is possible in H to conform one humanoid mesh to another? I'm really looking for a procedural method for aligning dimensions and orientation of a destination mesh with a base reference source mesh. I don't think I need a morph SOP, because the destination needs to retain some (or perhaps most) of its own identity, but needs to conform the general object space that the source mesh occupies. Blender offers a sort of shrink wrap function that projects vertices from source to destination, but I'm not convinced this will do what I'm after. Any ideas on this from the community? Just a point in a general direction would be a good help. I'm quite new to H, so I know there is a steep hill ahead and I've got my hiking boots on! Thanks.
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Hello, I am trying to reduce the curves of a groom object using VEX code in a point wrangle. This is the code I am currently using which is run over 'roots' to locate the nearest other root points and then to reduce curves that those points are in. float searchRadius = ch('searchRadius'); int nearpnts[] = nearpoints(0, @P, searchRadius); foreach (int pnt; nearpnts){ if(pnt < @ptnum){ int primcon[] = pointprims(0,pnt); removeprim(0,primcon[0],1); } } This way does reduce the number of curves but it doesn't do it in a uniform fashion. Is there a way to uniformly find the densest points within a threshold so that the curve can be deleted? Thanks.
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Hi there! I have this melting setup with a POP solver, basically scattering some points onto the original mesh and then melting then and meshing back everything again using "particlefluidsurface". So I have been trying to get rid of this flickering on the mesh, I have over 500k points and I also tried increasing the samples and playing with the particle separation in the "particlefluidsurface" I also tried using "vdbfromparticles" but its more or less the same result. I want to know if there is anything I can do to help reduce the flickering? Any help on this is much appreciated Thanks in advance untitled10.mp4
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Hello, I have a sim set up using flip objects with geo copied to points. I want to be able to delete 5% of my points every frame after a specific frame, so there is a gradual deletion. I referenced this post which triggers from frame 1. https://forums.odforce.net/topic/29024-delete-5-of-points-every-frame/ Can I achieve that same setup, but trigger it from a specific frame number, rather than from frame 1? I'm a beginner and still getting my head around vex. Any help is appreciated. Thanks.
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How to move points only on Y axis using noise?
carl45456 posted a topic in General Houdini Questions
Hello, I am scattering points onto a grid and I am using a noise to displace it, but I only want to move the points vertically. How would I achieve that? -
Hey everyone, I have an animated object moving in a sin wave type motion. I am trying to emit smoke outwards from it. At the moment the smoke is just rising in Y which isn't what I want. Any suggestions? + i made an awful unnecessary diagram, it might help or it might be confuse matters