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Found 104 results

  1. 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.
  2. Hi, can someone please explain to me, why we would set the run over parameter in a wrangle node to detail or points? What is the difference between these two? I know that run over points means that the vex code is run over each point in parallel, but what exactly is run over details? Thank you
  3. Hi guys, I'm a little lost on how to calculate distance between successive points (picture) of my floor mesh. I guess i have to use a "for each point" in Vex. This distance will help me to creat wall with the exact scale between angles. Thank you for your help.
  4. Hit data in SOPs

    Hi, As the title says, I'm trying to make hit data in sops. To expand on that I have a sequence of points moving through a piece of geometry and I would like to create a point that lasts for one frame at the point of intersection on the geometry. Is this possible? I have a rough setup that uses nearestpoint and fuse, but the points I am getting are not accurate enough for what I am trying to accomplish. Mostly because the moving points are very fast and all have random speed. Any help would be greatly appreciated. Thanks in advance.
  5. Hi ! I'm currently working on a vellum grain simulation for snow. I need to export it to Maya for the rendering process! (our light rig and texturing is made on Maya) So my idea was to separate my meshing in two parts: • one will be particles that moved at least one time (the real "grains") aka a dense meshing to get grains almost individually • the other will be the particles that did not move/are less important aka lighter meshing to get the shape of the grains. in these way, for big scenes, I'll have a two alembic low & high, instead of one very heavy alembic file. Problem is : I can't seems to find a way to separate the two of them. I saved my simulation (cache) with P and V , and wanted to create a group that'll update at every frames to put the new points that moved in it. Unfortunately: Houdini is overreding the group, like it's creating a new one for every frame. Any idea what I can do ? Thank you so much, Marine PS : On the file I attached, the idea is to get everything around the foot shape in red
  6. Hey everyone, does anyone know how to split the lines up into different colours being animated with shortest path and a carve node? This is what i've got so far, but the different colors aren't following lines
  7. Point Group From Texture

    I am trying to do a vellum simulation and was wondering if its possible to select points and group them based off a texture map. What I would like to do is build a UV for the model I am using and then just use a black and white map maybe to select points based off the map. My issue is that I am Remeshing my object on import and have to keep adjusting the remesh to get the right amount of points for my simulation. However the shape never changes so if I could use a texture map to select the points I need every time I remesh it would save me from having to re-select them. Hopefully this makes sense.
  8. Hi everyone, I'm trying to do something quite simple but i'm struggling with it. I have an imported pile of sticks, i want to take this pile and copy each stick to a different point on a grid, i know how to do this using the method of having each stick have its own geo node and pluging those into a switch and copy stamping them onto a grid, but i want to achieve this result without having each stick be its own node, as there are 214 individuals this would make for a very crowded network. Could anybody help me out? I have attatched my current set up, I am guessing I need to specify in the copy stamp that for each point it needs to select one of the 214 points which are being fed into it, but i'm not sure how to command this expression? Thanks in advance! Dbrs_wood_twig_T_rfkkwaa_LOD0.obj
  9. Flip Source From Points

    Hi everyone I was playing with the flip source node and I am wonderig : is there a way to create a flip source from points, instead of from geometry ? For exemple now I want to create a flip collider from a point simulation, if I want to use the cool flip source node I have to create a vdb from particles + convert vdb to mesh + flip source, I guess there would be a more efficient way ? Have a good day, thank you for your time
  10. Hi, is there a faster way to check 10000+ objects for some attributes? Im making a tool that uses intersect_all() I want to make a tool that looks at the objects and see if it is visible by the camera position. And if it isnt, it can be delete the object ( not only the prims or points). So what I did now is to give it a color promoteToDetail in a for each to MAX and promote it back down to have the object the max value. But is there a better and quicker way if there are so much objects? thnx
  11. Hi; As you can see in the image below, I scattered clusters of some points. How can I find the center of each cluster( each colony.)? Thanks for helping. CenterOfEachColoni_01.hip
  12. Hello, I have an issue connecting two sets of points the way I want. As it can be seen in the screenshot, I have two groups of points, one along a square and an other along a smaller square. They each have exactly the same amount of points and I want each of the point from the bigger square to be connected to one point of the smaller square. Any help is appreciated. Thx.
  13. hey! I'm looking into some techniques to move points along a surface where I define (paint maybe) the direction they should follow. any idea on how to do that? I was thinking on painting in some way some curve guides and then transfer the direction of the curve to the surface, and then maybe sample the closest point on surface to get the velocity I should apply to the points...but I'm not sure that would be the smarter idea...I was trying to stay away from uvs to get complete control over the sim without having to go back to uv layout... cheers!
  14. I have a non-graphic application which spits out CSV data. I'd like to read it into Houdini as points with attributes. I can format the data, so that one CSV line contains all the properties for one point: X,Y,Z,"attrib1","int","attrib2","string"... etc <- where "int" and "string" are attr types Is there a built-in SOP in Houdini that can read such data and create a point with attributes for each line? If not, what's the best option? A Python SOP that reads this in and creates the data? Thanks.
  15. Random File to Point

    Hey guys, new user here. I have a folder of objects built and exported from Houdini, and a bunch if random points scattered on a surface. I'd like to copy a different file to each point based on an index attr. I've gotten it to work using packed disk prims but not as full geo. The issue with packed disk prims is I loose all the existing attrs and groups in the files. Perhaps I'm going about this all wrong because it seems like there should be a simple solution. Any help you guys can give would be thrilling!
  16. Hi all, I've been looking around for a solution to a problem I'm facing. Would it be possible to have a smoke cache which you read in from disk and stamp it on to around 10 points using the "new" for-each method instead of stamp copy. Each of the points which I am using as a destination geometry has a StartFrame attribute assigned which would define when the cache starts playing and when it is stamped on to the point. I think I'm missing a Timeshift somewhere in my network but I'm not really aware where to use it. My current take on this is using a switch node with a null as a second input and switching based on a point expression looking for the StartFrame attribute and comparing it to the current frame, once the current Frame is bigger than the attribute it switches to the first input and copies the cache onto the point. The problem is that the cache isn't offset anywhere, so it just plays whatever frame is being read from the disk for all the points even thought it's copied onto the point at random times. I've only found solutions to this problem using the copystamp which isn't really efficient nowadays. Thanks!
  17. https://gumroad.com/l/SOpPT LATEST BETA UPDATE: - Fixed: wrong falloff values with geo coming in through input #2 - Fixed: Global seed for scattering not working when input #4 is connected. - New: outputting 'type' primitive int attribute based on the iteration attribute if such is coming in through input #4 - The following documentation video demos available via F1: LATEST WIP UPDATE: Debugging - Fixed scaling for anything outside the unit circle. - Fixed curve framing with extreme angles by using dihedral to minimize rotation (thanks to Entagma for the theoretical insight on this one) - Addressing tiny falloff value differences with a statistical variance check and a threshold parameter. (e.g. when the sample points are in a circle). - Floating-point precision fix. - Post carve 'curveu' recalculation takes care of the vertex colors ramp now. Features - Added point sampling mode switch (cone cap or cone volume) - Added twist control - (Obsolete since H18) Added per connected mesh UVs using Toraku's "Get correct uvs with a sweep sop" fix - http://www.tokeru.com/cgwiki/index.php?title=Houdini#Get_correct_uvs_with_a_sweep_sop - "Listening" for N and iteration attributes. - Using the new sweep sop now. ---------------------------------------------------------------------------------------------------------------------------------------------------- THE BEGINNING OF THIS THREAD BELOW ---------------------------------------------------------------------------------------------------------------------------------------------------- Hi folks, How would you go about adding points in a propagating manner in VEX. Here's what I mean: - Start with several incoming base points, each with an up vector. - For each one, add a new point somewhere along its up vector. - Calculate a new up vector by subtracting base positions from new point positions and setting the new point up vector to the result - Add the next new point somewhere along the previous point's up vector So, I called it propagating, because every next point in part defines the following. I think I'm on the right track here, but my gut's telling me I'm missing something. I'm stuck. Here's what I got: vector up = point(0, "up", @ptnum); vector currentPos = point(0, "P", @ptnum); vector newPos = {0,0,0}; int pts[]; for(int i=0; i<@numelem; i++) { append(pts,i); } int iteration = chi("iteration"); for(int j=0; j<=iteration-1; j++){ newPos = currentPos+up; int newPoint = addpoint(0, newPos); setpointattrib(0, "up", len(pts)+j, normalize(newPos), "set"); currentPos = point(0, "P", len(pts)+j); up = normalize(newPos-currentPos); currentPos = newPos; } Where do you think I'm wrong here. What would you do? Cheers!
  18. How to remove points from render

    I was following a tutorial from @librarian (a nice dude) but i stepped on the following problem: the points render and at sop level appear. I have everything exactly the same on my proyect as the tutorial and still they appear on sop so they end up rendering It should look like this: My proyect grilla3.hip Model solu2od.hipnc Thanks a lot
  19. Hello amazing people, I have been working on houdini for a project and I am relatively new to the software. I want to make a closed polygon object which has an increasing number of faces with time ( I need very specific number of faces that's why I am not using a remesh node). I have made most of the setup and now I want to connect all my outer edges and make a closed poly object with the wireframe lines I have generated. I am also attaching a screenshot of the frame. Any direction would be a great help. Thank you.
  20. Hello everyone! I am working on a project where I create points in Houdini to spawn blueprints in Unreal Engine 4. This works fine so far. But now I got a couple of blueprints that contain static meshes. When loading my HDA in UE4 i get error messages like: PIE: Warning: AttachTo: '/Game/_GameAssets/Maps/NeutralLighting/Neutral_Lighting_Scene_01.Neutral_Lighting_Scene_01:PersistentLevel.ext_map_generator_3.HoudiniInstancedActorComponent_44' is not static , cannot attach '/Game/_GameAssets/Maps/NeutralLighting/Neutral_Lighting_Scene_01.Neutral_Lighting_Scene_01:PersistentLevel.Wall_Lamp_258.DefaultSceneRoot' which is static to it. Aborting. I made a OBJ-level HDA for the generator. Create geometry in one Geometry node, spawnpoints for instanced blueprints in a separate one and spawnpoints for static blueprints in a separate one as well. So: 3 geometry node to keep everything separated. I also added a detail attribute "unreal_split_instances" to the static BP points, but this doesn't work. So how can I spawn blueprints that are static along with instanced ones? Thanks for you help in advance! Best, Ron
  21. 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.
  22. 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....
  23. Hi guys. I recently wacthed Fifty50 tutorial making a infection effect and now I'm trying to mesh the points but I couldn't achieve a better quality result. Btw I'm pretty new to houdini :{ My currently setup after points is Volume Rasterize Attributes> Vdb Smooth> ConvertVdb to polygons. Are there a better way to mesh those points? hip file attached, thank you in advance guys. RnD_Infection.v01.hip 001_Pedestal_high_poly.FBX
  24. 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.
  25. 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
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