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Showing results for tags 'polygons'.
Found 9 results
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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.
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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.
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Hi, A simple question but I can't seem to get the answer. I need to convert a sphere primitive to a volume, when I do this with a VDBfromPoly instead of the VDB showing up as a perfect sphere I get this low res sphere similar to what you would get with a low frequency poly sphere (see screenshot) Is there something to tweak to get a perfect sphere, or is there a better way to to convert from a primitive straight to a volume? P.S. The reason I need to do this is because Im copying a few hundred thousand spheres to points and if I try to do this with poly spheres houdini crashes always.. only way I seem to be able to do it is by keeping the original sphere a primitive. Thanks!
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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!
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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
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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
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I'm glad to introduce my new asset for Houdini 16.0 / 16.5.
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converting a "long hair" fur simulation into some polygons for export
anthonymcgrath posted a topic in Effects
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 -
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