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Found 7 results

  1. Branching curve?

    Hey everyone I am making a road system that dynamically deforms the terrain and for the most part it works great however every individual street is its own curve then merged and fused together. The problem is I will end up with 100's of curves and if I want to go back and adjust a point I have to go through all of them to find the right curve then adjust the 1 point. What Im looking for is a way to have a single curve node that branches off like in the image. Does anything like this exist or is there a solution so I dont have 100's of different curve nodes? Thanks!
  2. making primitive from closed curve.

    Hi, I'm Edmund and I'm beginner on Houdini. I'm trying to procedural road and block for city. Is there any way to making primitive by using closed curve or something?(attached)
  3. roads HDA

    Hi all! Have a question that i know have already been asked (or similar, like this post: https://forums.odforce.net/topic/9227-handles-in-digital-asset/) but... yes, i didn't find any answer! So, i will have to make an HDA that will be used in maya, and/or unity, to make simple roads. Curves will be the input geo to build the roads. I would like to be able to edit the bank and the width of the roads, but it would be great to have the asset to "build" some handles, or manipulators, at a user-defined interval on the curve... I mean, i pretend to copy lines perpendiculars to the input curve at each point of that curve, then rotate them using the tangentu axis (thanks polyframe) of the curve's points for banking, and scale them in length for width... (Then, later, using surface nodes to create mesh..) But... For now, on a quick version, i'm tweaking those datas with two ramps, mapping them by the curveU... It kind of works, but as my ramps from 0 to 1 represents the entire length of the road's curve, the longer the road, the harder to make detailed tweaks... So, i was thinking it would be great to make my asset "creates" let's say circles at each 10 meters of my curve, aligned with the road, and beeing able to rotate/scale those circles to shape my road... But is it even possible? I guess in houdini i could have a script in my hou.module() that create and orient circles at object level, then connect them to my curve's points attributes, but would it work in houdini engine? And to start simple... would it works in houdini?? Or have anyone of you guys another idea? I've also seen that the new python viewer states could be a way to go, but apart from the fact that it seems to be way beyond my knowledges, i also don't know if that would work in houdini engine (for maya...) (what i am refering to here: https://forums.odforce.net/topic/40243-bezier-handle-state/) (I made another test with a paint sop, then in unity i was able to paint my bank and width attributes, but it's really hard to refine the shape that way, and anyway, each time i was painting a stroke in unity, the whole "deformation" that my HDA was cooking was disappearing and i had to recook the entire HDA after each stroke...) Thanks for your time, hope someone can help..!
  4. Hello everyone, I have a question please, I'm using the new terrain tools in Houdini 16, but I can't find an example of how to carve a road in the terrain, please I need any hint or example, thanks....
  5. Routine (8 second loop)

    http://cargocollective.com/pedrokobuti/Routine
  6. Hi All, I have my first success with generating objects using Python in Houdini and I thought I post a couple of images. The concept is that an ASCII based maze is generated internally with gaps and walls. The code converts gaps into roads and walls into grass. At each step in the maze neighbors are examined and a different tile type is used that fits requirement for that space in the maze. ASCII View: Top View: Camera View: The Basic Tile Set: pieces that make up the final image.
  7. Merging Highway Road Sweeps

    I've got multiple simple road sweeps, and some of them merge together: What sort of node logic would I use to achieve the following mesh? Thanks Waldo
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