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Found 75 results

  1. 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?
  2. 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
  3. 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); }
  4. point counter

    Hi, On scattered points, how can we start a counter increment in order to give a condition based on that? Thanks, Vas
  5. 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 =)
  6. 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
  7. 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
  8. 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
  9. 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.
  10. 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
  11. 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.
  12. Does anyone have a solution? how can i connect the in and out group to each other without any other connections?
  13. 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
  14. 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
  15. 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!
  16. 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
  17. 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
  18. 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!
  19. 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
  20. It looks like it's possible to set point attributes all at once instead of looping through them one at a time. I was trying to do it with NumPy, but can't quite get it right. Seems to be problem with the custom attribute being an array. Given an array with the same shape,i.e., number of points x array size it looks like it should work, but doesn't. Incidentally, the NumPy array will contain data from a file. I can't tell there's a better way to pull file data straight into something like VEX, hence the NumPy array. Here's my test code: node = hou.pwd() g = node.geometry() pt0 = [1.0, 0.0, 0.0] point = g.createPoint() point.setPosition(pt0) pt_1 = [0.5, 0.5, -1.0] point_2 = g.createPoint() point_2.setPosition(pt_1) pt_2 = [1.5, -2.5, 0.0] point_3 = g.createPoint() point_3.setPosition(pt_2) g.addArrayAttrib(hou.attribType.Point, "MyFloats", hou.attribData.Float, 8) gp = g.points() # This works fine ''' gb0 = (0.5, 0.3, 0.1, 0.1, 0.6, 0.2, 0.3, 0.8) gp[0].setAttribValue("MyFloats", gb0) gb1 = (0.2, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1) gp[1].setAttribValue("MyFloats", gb1) gb2 = (0.7, 0.6, 0.1, 0.5, 0.1, 0.2, 0.8, 0.9) gp[2].setAttribValue("MyFloats", gb2) ''' import numpy as np y = np.arange(24, dtype=np.float32).reshape(3,8) g.setPointFloatAttribValues("MyFloats", y) # error print g.pointFloatAttribValues("MyFloats") # error
  21. Hi Guys. I have been learning houdini over the past week so I really am new to this, I don't have a solid background in a programming way of thinking but I do enjoy technical challenges so bare with me. I have been working on a scene where over time some I want some pieces of a fractured object to be activated in the dops network by selection of a group (I got this part working) For the next part of this I want the pieces that are now active to start scaling down until their scale is 0. I am currently struggling to get my if statement to run multiple times. It runs only once when the condition is met but I cannot get it to loop for each frame. If anyone could please help here or point me to another forum post I don't mind. Thanks! I have linked the hip file and labeled the node I'm having issues with as "Problem". Plant Debris scale.hipnc
  22. Hi there, I'm trying to stick points on an animated alembic without the points moving all over the place. At the moment I've got my alembic attached to a vdbfrompolygons to scatter. How can I make sure that these points will follow the alembic geometry? (the polycount doesn't change while animating) Thank you for your time and help. (I've attached an alembic file) AlembicTestFile.abc
  23. Access "dead" attribute in a point

    I was reading some comments on how the @dead attribute generated by particle streams changes to 1 in the subframe before being reaped by the solver. Is there anyway to access this attribute after the simulation? For example, if I wanted to create a static point in that same position as the particle that is going to die? By the way, the generated particles are not from a POP Network, but yes from a FLIP simulation.
  24. Export Points to maya 2017

    Hi, I looking for a way to export points/particles from houdini to maya. Houdini 16.5, Maya 2017. I've tried exporting in alembic, importing in maya with exocortex, but nothing work. Houdini digital asset is not a solution for me (render farm, licenses ...). Any solution ? Thanks a lot
  25. Hey All! So i'm scattering points on a geometry to Voronoi fracture to break into multiple chunks. There is a portion of the geometry I want to break of in just one chunk Is there a way to tell Houdini not scatter points in that particular area of geometry? Thanks everyone!
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