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Found 11 results

  1. http://www.patreon.com/posts/31506335 Carves out polygons using a point attribute with the ability to define the carve values per primitive using primitive attributes. Pure VEX implementation, 10x faster than the default Carve SOP (compiled). It preserves all available attributes. It supports both open and closed polygons.
  2. Hello! I am undergrad student and I'm fairly new to both Houdini and this forum, so any help is appreciated I have a problem with selecting a box from a set of boxes based on distance. I did some research and found out that this can be achieved with distance from geometry node. So I have scattered boxes and I can mask some of these based on distance with this node. But my problem is that I could not extract those entities from the group. Is there a way that I could pick the closest box, and then use that box as an input for the rest of the process?
  3. Hi everyone, I've an issue with vdb and i can"t find a way to solve this (so that's why i'm here haha) I'm working on a fluid simulation and i need to get the mesh into vdb to use it as collision surface. I'm trying to get a polygon mesh into vdb with the node vdb from polygone but there is holes and artefacts.. the issue is when i'm converting polygons into vdb with vdb from polygons there is a lot of holes into the vdb and I can't use it for my sim ( the particles goes through it). I think the problem comes from the mesh but I can't find what it is. (the mesh comes from Zbrush) I tried with a collision source node, same result as vdb from polygons. I can't find a way to get a clean vdb fron this mesh. So I wonder where those holes coming from and how can I fix it ? If someone have the solution, that will be great =D thanks a lot !
  4. I'm glad to introduce my new asset for Houdini 16.0 / 16.5.
  5. 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.
  6. Hi! check out my scene file. I created a procedural way of do some parent/child relationships between pieces(prims) at sop level, and also per prim transformations of course. You'll be able to create your own rules for the transformation point position, transform operations and hierarchies description. Here is the link and a Video in which I tried to explain some of the features that it has, pardon my poor english and have fun! Scene File: https://gum.co/polyops Good Luck!
  7. dani

    Smoke Effect skin

    Hi Everyone I was wondering if someone knows how I can create this effect I have just done a simple smoke simulation, but I do not know how to make the inside: also, if anyone knows, I am trying to create this object with the exterior like the purple surface, but the inside to look like this: ANY HELP WOULD BE APPRECIATED
  8. dani

    Smoke Effect skin

    Hi Everyone I was wondering if someone knows how I can create this effect I have just done a simple smoke simulation, but I do not know how to make the inside: also, if anyone knows, I am trying to create this object with the exterior like the purple surface, but the inside to look like this: ANY HELP WOULD BE APPRECIATED
  9. Hi all i'm fairly new to houdini and still learning the ropes somewhat. I hope you can help me a little bit with this issue here? I have a simulation of some long hair attached to a character (inspired by a fantastic Method Studios video.. so sue me hehe!) anyway i wanted to be able to convert the nurbs curves that are created to some geometry - simply cylinders or a tapered tube perhaps then export out that geometry for rendering in maya perhaps. is there a way to do this? I cant seem to dive into the fur network and add any kind of 'physical' polygon geometry that i can export. So my next thought was create a new network and bring in the geometry to that and convert it or perhaps use a copy node and deform a tube down the curves, but again i cant seem to suss that one out :/ does anyone have any ideas or suggestions for me please? thanks anthony
  10. Hello Does anyone know a way I could get the normal data to 'smooth' vdbs ? I'm trying to remesh geometry (polytovdb>smooth>convert vdb), but I always seem to get these hard edges I might be overlooking something or it's something complicated. In the following screenshot (which would be a more complicated mesh, of course) 1) is my base geo with smooth normals 2) is my vdb and 3) is the vdb i woul like to have. I can't always smooth incoming geo, unfortunately. Thanks! bernie
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