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Found 81 results

  1. Hi guys, I wanted to ask how can I achieve the following result: I have points scattered along a surface, on wich I have various noises affecting the color attributes of said points. What I want is for the points that are in the "red" zone to not move at all, and for the points in the "blue" to find the closest RED neighbour, and move towards it, controlled by a slider for me to animate. Seems easy enough, but alas, I am stuck. I wrote a point wrangle that does the job - well, sort of. The points are separated correctly, but I can't find an efficient way to attract them to the closest "red" neighbour. Most of them move, but not in a complete way as to seem as pure attraction. This is what I 've got so far: int nearpt = pcfind(0, "P", @P, chf("neighbourRad"), 2)[1]; i@nearpt = nearpt; string @INstatic = ""; //to separate the points in teams if (@Cd >= ch("color_tolerance")) { @INstatic = "yes"; @Cd = {1,0,0}; } else if (@Cd < ch("color_tolerance")){ @INstatic = "no"; @Cd = {0, 1, 1}; } //find closest points int ptneighbours [] = pcfind(0, "P", @P, 10, 1000); i[]@ptneighbours = ptneighbours; foreach(int j; i[]@ptneighbours) { s@affected = point(geoself(), "INstatic", j); if ( @affected == "yes") { @nearpt = j; v@nearPos = point(0, "P", @nearpt); } else { v@nearPos = point(0, "P", @nearpt); } } //move only blue closest points if( @INstatic == "no") { @P = lerp(@P, @nearPos, chf("percentcomplete")); } Any help would be more than appreciated, G.
  2. Falling Pixel Sort Effect

    Hello, I've been learning Houdini for a couple of weeks now and I'm trying to learn about particles more at the moment. I'm currently trying to create a grid of falling particles that look like a pixel sorting effect. (please see attached images and video link). My thought process has been that I need to create a grid to emit the particles and then attached trials that have a colour gradient to the trials with a falloff. I want the particle trails die out at different times and for the trials them selves to slowly fade away much like the trail of a shooting star or a light trail (hopefully the below examples clarify what I'm trying to say). I've been trying to figure this out and I've looked around the forum but can't find an example. So far all I can get is my particles to fall the way I want with trails that have the colour gradient connected but that's all. Can anyone suggest/show me a way to create the look i'm after? I realise this might be a really rookie thing to do but from my own research I'm currently lost and need some hel Thanks in Advance! Current Scene File: Particles_Field_04.hip Examples: https://www.shutterstock.com/video/clip-1008242815-particles-glitter-rain-awards-abstract-background-loop
  3. Hi guys and gals, I have been sitting with the problem for quite some time and thought it was time to ask some smarter people than myself. I have a geo that I am wanting to run a curve through the middle of. What I have managed to do so far is create points running through the center of the geo but the points are not in order. I need them to run in order to create a line out of the points as I am wanting to generate a gradient along the line from point 0 to the last point. I have attached some screenshots. Any advice would be greatly appreciated! Thanks
  4. Hi I am looking for a way to let a group of points further behave as a child of another point, after this masterpoint has been altered (say through noise or other secondary effects). The transformeffect on this masterpoint should be re-applied to the other point group, with the masterpoint itself as a pivotpoint Something gives me a hunch that inverse matrix transform might do it but I am not getting very far with it. I hope someone could point me in the proper direction. I have a file attached which should abstract the idea Thanks for the thinks transferRelativeTransform.hiplc
  5. Hi ! I'm pretty newb in Houdini and after a few months of training myself I'm trying now to create my own setup. Here I want to move points from a grid randomly to x or y position. A random value is generated every seconds to change the direction and the axis of the next move of each point. I already understand it must be completed with a solver sop, but I can't understand why amplitude is multiplied when I move points into the solver. I need to scale down a lot the movement. Anyone can tell me why ? Or just take a look to my project file here. Could be nice to have a little help to understand this issue. Thanks Dot_Grid.hiplc
  6. Hello! Would someone mind telling me what I am doing wrong? I wanted to delete some points from a flip sim by id. I went to a frame where I could see all the points I wanted to delete, then dropped a timeshift and froze to that one frame. I grouped all the points I wanted to delete and then blasted not group. That gives me a static frame of all the points I want to delete. I created a point wrangle will all the flip points going into my 1st input and then the points I want to delete going into my 2nd input. In the wrangle I typed: if (@id == point(@OpInput2,"id",@ptnum)){ removepoint(0,@ptnum); } For some reason that is not working. If I change the first line from @ptnum to an actual point number like "23", then it works perfectly. Since I want to compare all the points I am putting @ptnum. What am I doing wrong? I also tried just adding a blast node with this as the group to delete: @id=`point("../blast1/",@ptnum,"id",0)` Thanks delete_by_id.hip
  7. Distribute by size

    Hello, I've got 3 boxes first is 15x20, second 20x20, and third 30x30. I want to distribute them in one direction in right orded but also to have even spaces between them. Anybody ecnountered similiar problem?
  8. Creating points vex

    Hello; I have been creating points in a attribute wrangle set to run over detail. I typed in addpoint(0,{0,0,0}); which simply adds a point at the origin. That's what I have been doing until today when I noticed in the entagma video they type in int pnt0 = addpoint(0,{0,0,0}); What is the benefit of creating a int first vs. the way I have been doing it? Thanks
  9. Manipulating points with noise (vex)

    Hey y'all, very new to Houdini here and I feel like i'm missing something obvious. So i'm trying to create a line of points to be later turned into a polyline. I'm not having to much trouble making a straight line, but i'm trying to manipulate the points with noise but it seems to only be changing the position of the points in a linear way. ie, they're only growing farther up, not really 'wandering' in other directions. Any help would be appreciated, thanks! VEX vector pos; //vector rand; vector growthpos = normalize(chv("growthposition")); int numsteps= chi("numsteps"); vector wander = (noise(pos+1)); float wandermag = chf("wandermag"); for(int i; i < numsteps; i++){ pos = growthpos * i; pos = pos * (wander * wandermag) ; addpoint(geoself(), pos); }
  10. point counter

    Hi, On scattered points, how can we start a counter increment in order to give a condition based on that? Thanks, Vas
  11. I have a point {0,0,0} and another one in {1,0,0} how can I add one or more points (equidistant) between this 2 points? I know I can use addpoint({.5, 0,0}) but how can I get the new position? should I delete the first P with the second? or there is an function for that? thanks =)
  12. Dear community, I am working on a little particle system that I need some help with and I hope that you can help me out somehow: I am emitting particles from points A. These particles are attracted by another pointcloud B via POP Attract, with the attraction type set to points. So far so good. My question is now: How can I vary the attraction force inside pointcloud B for each point? Is that possible? I've been looking into and reading the docs, of course, but all to no avail. Does anybody have an idea on how to solve this issue, meaning giving the points in pointcloud B varying attraction forces? Is there an attribute that I have to apply on pointcloud B, that POP attract could use? Best wishes and merry christmas and Chanukka, Nicolas
  13. Control per particle Gravity Force

    Hi everyone! First post here! I hope you can help me. I'm doing some bubbles emission simulation, and I'm just starting this setup. I want to know if there is a way to control the gravity force (or any force that could work) by the pscale or Cd attribute from the input points in the source. I want the smaller bubbles to stay low or even go slowly down and the big ones to go up. I'll post the hip file too. Sorry for the english, I'm kind of rusty... bubbles.hipnc
  14. Hi all So I have a question about the new versions of the For-Each node, particularly the Numbers one, I have been following a tutorial from Anastasia Opera, and during the tutorial she uses a For-Each subnetwork node now I understand what this node is doing collecting the data from the box_id, Anastasia also gave the node a stamp name which will be used a bit later on for a blast node to specifically target some points following the local path hence why the stamp name was given to the For-Each Subnetwork node in order to lead a path towards a node that contains specific points with a number that is less than 3 which I understand is the point number and can also see it infant of me.... but now here is where I get confused in the new version of Houdini 17 the Subnetwork node has been disabled and be re-enabled but instead I would like to understand what on earth is up with the new For-Each Numbers node, it has some weird dodgy layout that just throughs me right off!! I would not mind trying to re-create the tutorial using this new node but its proving to be a challenge as I have no idea where to place the nodes that help in set things up for procedural modelling which I have tried to place things in myself but ended up with nothing but more errors. if someone could please help that would really awesome and I would really appreciate it. Kindly Ahmet .B
  15. Create Curve Coordinates from a Line

    Hi, I wonder if it's possible to initialize a curve from a line and be able to modify the curve from the Curve node. I'll explain what I'm doing right now. Of course, it doesn't work, but I'm sure it will help you to understand what is my goal. Fist, I have a Null node called curve_setup. This node contains parameters that controls my line. So, the length of the line and the number of points on the line. Next, I have an Attribute Wrangler node. This node creates the line using the parameters in the curve_setup. At this point, I did some research on the Curve node and the documentation says that I can "use a space-separated list of coordinates in this field to specify points". Then, there's a list of different format to specify different points. There's one format that got my attention. It's the Pn format which "copy the coordinates of point number n in the input geometry". So, I said to myself : "Is there a way to copy the coordinates of all the points of my previously created line in the coordinates of my curve ?". Then I did more research. I learned that the Coordinates parameter is a string, so I have to use expression functions. That said, I learned that there is a expression function called pointlist that returns a "space-separated list of point numbers". Since this function returns something like this : "0 1 2 3 4 5 6 7 8 9", I though that I could format the string and add a "P" in front of every number in the list. Since Pn "copy the coordinates of point number n in the input geometry", It would create a curve based on the line I created earlier and since I can see those points from the Curve node, I would be able to modify those points using the Curve node handle. Now, I just need to learn how to format the string within the Coordinates parameter of the Curve node.
  16. selecting multiple points vex

    Suppose I have a line with around 10 points. I can delete a point with removepoint. if (@ptnum == 5) removepoint(geoself(),@ptnum); What if I wanted to delete two or more points? It seems I could just add "or", right? if (@ptnum == 5 || 2) removepoint(geoself(),@ptnum); However, this does not work. What would be the correct way of writing that? Thanks in advance or.hip
  17. Houdini23ds max through Alembic

    Hello, So, first I exported flip tank particles in .abc format then I load that in 3ds max with vray proxy. But how to render them with proper whitewater or ocean shader? It is rendering a blobby mesh in my case. And there is also absence of particles in some frames and some kind of clipping in between. Can someone please guide me in this. Thanks in advance.
  18. Does anyone have a solution? how can i connect the in and out group to each other without any other connections?
  19. smoke sim

    hi all so i've been trying to make smoke come off of a pillar as it gets broken but at the moment all im getting is this steamy cloud kind of following the debris parts , and i have no idea how to make them more refined and also to make the smoke more of a thicker trail , any help with this would be greatly appreciated, i am still very much a newbie to houdini. Wall_Fracture63.hipnc fist.abc
  20. Hi, I've been trying for a couple of hours to get my array points into a group. The idea is that I want to delete every face that is not colliding with a ray/line (first collision/one collision point per face). I used "intersectionanalysis", which gave me the points and faces I want to preserve but now I'm not able to group those array points or blast them any other way. Please let me know if you have an idea. Thanks raycollisionTest.hip
  21. Hey magicians, I've got an alembic walk cycle cloned on a curve that I need to offset the points in order to make them look like walking forward, its probably a dumb question but I can't figure out how to offset the points. Line sop has offset so I thought I can just deform this with a noise and offset that, but how can I offset points on a hand made curve like this? Something like this Thanks!
  22. I have a lattice deforming an object. I want to animate the lattice points, but I can't figure out how to animate the lattice points themselves and not the lattice as a whole. How do I animate/set keyframes on the individual points? Thanks
  23. Hi there! I am trying to use my flip fluids sim in unity, so I export it as alembic; everything works fine, except for the whitewater. I supposed that is because it is points and not geometry, any clue about how could I use my whitewater in Unity? Thank you all
  24. Scatter evenly/orderly/not randomly

    Example - made inside of ae with plugin Trapcode Form. Practically it's just particles evenly scattered on the sphere. Tried to practice that inside of Houdini using Scatter node, but it look noisy/with holes since it is randomly scattered. Seems like needed different approach. Thank you!
  25. Hi, That is probably a super simple task, but I just dont get it and trying for hours all kinda ways. I checked some example files here to understand how to find distance between to points. But how can I than use that distance, to control the height value of polyextrude or other values? I have a closed, rectangle curve and deletet all points beside the two where I need the distance. Than I want to use the distance of these two points, to extrude a torus in height. Could someone give me a little hint? Thanks alot, sant0s
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