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Found 63 results

  1. 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
  2. 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
  3. 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!
  4. 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
  5. 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
  6. 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!
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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.
  12. 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
  13. 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!
  14. Hi Does anyone know a fast way to transform large arrays of points into simple voxel meshes (with no overlapping faces inside)? Unfortunately, VDB won't work. Is there any existing vex script by any chance?
  15. Hey friends, I'm pretty new to Houdini but I'll try to ask you my question in a hopefully understandable way. Can anyone tell me if my workflow is right or if I go the totally wrong way with my thoughts by challenging the task of placing different objects on a surface. I want to achieve something like macro-shots of a beach/sand. Means I want to model different assets and scatter them on a surface with different rotations and scales. They also should not interact with eachother by obtaining a certain distance to each other. Things I have done so far: - procedually modelled 6 grain-assets (lowpoly, about 3k polys each) - grid displaced in Y-axis with mountain - scattered points on the surface My thought is to scatter 6 different seeds of points to the surface and give them different values of Cd and pscale. After this process I want to merge the points into one "point-container" and scatter instances of the lowpoly meshes at the diferrent color-locations. I heard something about the copy-stamp operations but I also heard that this is way more inefficent by using computer-performance than other solution. As far as I know Houdini offers pretty solid graintools. Is there any way to hook up my own grain-assets in this shelf-tools? I tried it for some while now and didn't achieved a solid workflow. Is it possible to make something like a thin layer of sand on a surface without interacting geometry, because I don't need them to be animated in the full space yet. Thanks, Sebastian
  16. Solver on scattered points

    Hi All! I think this is my first post, so thank you for all the info shared here - I have a sphere with scattered points (in texture space) and a map that makes propagation of the points over the sphere. - I have a solver moving this points over the sphere. The problem is that the solver just move the points generated in the first frame and I want the solver to be acting over the points created over the frames. I assume this can be a stupid question Thanks in advanced! Domingo.
  17. Hi Guys, I want to scatter some points on a growing and deforming vdb mesh. These points shouldn't jitter on the surface and look like they are moving along with the surface. I have attached a basic file similar to my actual setup. Basically, I am going to render these particles as bubbles on top of the mesh and I want it to be quite dense. I haven't been able to figure this out and couldn't find much help online. It would be great if you guys can check it out and help with a response. Thanks vdb mesh vdbscatter_v01.hipnc
  18. I'm trying to delete points bases on the camera's origin. I have a vex script that was calculating the visibility: vector camera_dir = point(1,"P",1) - point(1,"P",0); f@vis = dot(@N,camera_dir); the problem is that it's based off of having two points from a ray sop. Can I just do it based off the camera origin itself? Any help would be amazing! Thanks, camOrigin01_v001.hip
  19. Hello guys, there are so many old threads how to render the big amount of particles, I'm guessing maybe there are some modern approaches in newer Houdini versions? Here is my workflow: I have saved 100 mln of particles (pos, vel, color) It takes 3 min to render and 30GB of Ram if I load them by Load SOP. It takes 2-3 times quicker if I use Delayed Load Shader. But it's hard to use it coz I have procedural particle scale, dynamically changing colors by vex, etc in SOP level. Re-make everything in shader seems too complicated in my case. Also, I tried Packed Disk Primitive in Load SOP. But to make color, pscale changes I must unpack it and performance drops like loading file as usual geometry. Any other suggestions how to deal with big point counts? Maybe there is any more modern way? Thank you in advance.
  20. Retime slow motion points

    Hello all, I have a sand set up based on points being advected by vdb vel. The results come out nice enough but the motion is too fast. I need the speed sim/solver speed to remain the same though to retain the kind of details I'm getting so I can't just multiply the fps down in the solver to cheap a slow-mo effect. What I'm looking for is to simply retime the points post-cache and make my cache slow-mo, which actually works using a timewarp (I just stretched the output range an extra few hundred frames) -- The slo mo effect is achieved but there is obvious stepping in between frames where the cache will freeze and play ever other frame (due to the stretching) To avoid this kind of stepping I tried using a timeblendql, which seems to have almost worked but because my points are dying and being deleted based on age, the timewarp breaks. Timewarpql has a neat feature where you can use the v of the point to blend between subframes, but since I'm inheriting my point v from the vdb vel its not as accurate is if you were using a trail sop, and again the trail sop breaks in my scenario because of the points being deleted perhaps based on age.. I can smooth the points together in post with nuke using a frameblend and you don't see the stepping... But i'm sure there is a proper and procedural way to interpolate between the substep frames of the point between A + B... just not sure how to go about this and I am having trouble finding a reference on the net. It would also be nice to have this setup on hands in the future. Thanks for all your time!
  21. Voronoi inaccuracy (R16?)

    Hello all, I'm using the pre-fracture transform method (following this Lester Banks video, specifically) to roughen up voronoi cuts. I feel like I've done this before without a problem, but now I'm discovering some little quirks in the form of misaligned points after cutting (see attached). Increasing the mesh resolution helps; it's even good enough, but in some cases it never goes away--some points that should share the same position are a little offset from each other. This is present even on my test setup with only a sphere, Attribute Vop to apply noise, and the Voronoi Fracture. Has anyone seen this before? Surely it's come up, but I couldn't find previous posts. Thanks! PS. The place I'm currently working at has Houdini 16--that's not it, is it? (I only ask that because it's the first time I've used 16 and I feel like I would have seen this behavior before.) Increasing the mesh's resolution and changing the Scatter seed until the problems aren't very visible has made it good enough, but I'd still like to know what I'm doing wrong/if there's a way to prevent this in the future. Thanks again!
  22. Hello, I am currently working on a digital asset and I seem to have hit a wall. I would like the user to be able to select the points (to be used within the hda) from the viewport. Similar to what you can do with a delete operator using the arrow. However I am not able to implement this particle interface element (see pictured…arrow circled) and was wondering if anyone has any ideas on how to make this happen. Thanks, Rushil
  23. hi there, (this is a more precise question that the one i made before) I am trying to search for the closest points with different id and then connect them :-) Basically, every single point should be able to connect with other 2 or 3 other points max but avoiding points with same id (so no connections with the points of the same curve) see attached file and screenshot of what i got so far many thanks!! :-) connecting just to other lines.hipnc
  24. Hello everyone, Hopefully, someone can help me with this one :-) I do have a bunch of particles flying upwards and creating a trail of points behind them that i connect as polylines with the trail SOP. (see attached image) Then i scatter some points on these lines. These new points inherit the id of the original particle and what i would like to to do is to use these id's to control a nearpoints function in order to connect with the nearest points except with the points that have the same id (basically i want to connect with those points that are not in the same line as the point that searches i attach a file and an screenshot of what i have so far Any help would be really appreciated! cheers!! connecting just to other lines.hipnc
  25. I want to create something like a tent: I've got one "peak" point and a bunch of "ground points" and I want to connect them into a "tent" with triangular sides, all meeting at the peak point. What's the cleanest, most elegant way to do this? I can loop through the ground points to construct each triangular section one by one, but I was thinking there's a native SOP that can do this for me.
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