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  1. Hi guys, In the "LOPs" context, I tried to scatter some instances (like grasses) on a surface (like the ground), but I couldn't properly orient them to the ground surface. how can I fix it? Thanks for helping. LOPS_Instancer.hip
  2. Hi everyone. My first post. I`m sorry. I cant post Hip file. (NDA reasons) I have scene, where I need to copy to points exact amount of pigs (varies between 8-20 - weighted distribution) Everything is ok, but now I need to rid off self penetrations. Is there an elegant solution to this problem? (Maybe VEX magic - loop through objects, then move a bit) I tried following methods so far: 1. Set pscale by Volum Spheres: It`s legit method, but it works best in 3D. I think it`s little bit overkill. 2. Houdini Simon`s method of subtraction. Its slow (I`ve found HDA which does the same, but in VEX - link: https://mcworldkit.gumroad.com/l/CollisionsRemoval) I don't have full control how many pigs will be removed though. Thank you for all your help
  3. Hey, guys--how can I place a single point at the topological surface center (not centroid) of a curved surface? This comes after a lot of fracturing and blasting various prims, so the resulting geo is 3D but in the curved-2D sense (vs. extruded/solid). I've tried raying points but based on the shape it will frequently find the closest distance to be right on the edge of the geo instead of nicely in the center using min distance, and using vectors is no better. (This includes raying points that start at the centroid of the pieces.) It's okay if it's not 100% perfect, so if it's easier to do this by removing points of the existing geo instead of scattering a new point that's fine. I think maybe creating per-resultant-piece UVs would be the ticket(?), but I'm not sure how I would make lumpy and not-all-connected geo into pretty square 1x1 UV islands. Perhaps I can abuse the measure sop somehow? Group outside/unshared edges, measure each point to the distance of each edge, average those distances, and grab the point with the closest to a bbox max * 0.5? These things are on the tip of my brain but not spilling out to my fingers on the keyboard.
  4. Hello, I'm han. I have a question. I did Sphere -> Mountain(noise animated) -> Scatter & Sphere -> Mountain(noise animated) =Points and Sphere Merge (*so I want to sphere moving and scatter points are also moving) but Scatter points are jittering(not stick to sphere). How can I fix it? Roughness down, Octaves down -> Little bit comfort movement but, is that solution to not jittering(not change roughness or octaves) ? Thanks!!
  5. Hey wizards I have problems with exporting instanced scattered VDB clouds( they build a cloudscape). When i try to put a ROP geometry or a ROP alembic node at the end of the chain it doesnt work... My Goal is to export the "cloudscape" as a single vdb file to use that in 3ds max with vray for Production. Can anyone explain how to properly do that? Thanks in advance ;-) Cheers, Marcel
  6. Hey, So i'm looking for a way to animate and freeze at some frame the global seed of the scattering node. I'm trying to replicate the polyjuice effect in Harry potter 2 and i'm having a bit of struggle with the scattering. The effect is some sort of bubbles that grow and reduce on a morphing head into an other. I managed the bubbles effect and the morphing just fine but the bubbles are always on the same place. They are controled by a scattering and color and i would like to animate it in that way : - when the color is black there are no bubbles and when it's white they grow. I would like the global seed of the scattering to change when it's black and freeze and take the last value when it's white. for exemple at from frame 0 to 10 it's white with the scattering seed set a 1, then from frame 11 to 15 it's back and the scattering seed changes to 2 then from frame 16 to 26 it's white again with the scattering froze to 2 and on and on in that way. Does anybody has a way to make that happen ? I joint the file with the pig head so that anyone can open it without any additionnal file. Thank you so much for your help PS: i'm very new to houdini. head_bubbles_ocforum.hipnc
  7. Is it possible to create patterns on a very high decimated triangulated mesh in Houdini similar to these patterns created in Zbrush but with scatter points? file.jpg (600×500) (artstation.com)
  8. Hi, I'm having this issue where (I think) the hairgen is scattering along the density attribute I made with an attribute paint, causing each strand to move randomly on a deforming mesh imported with an alembic file. Any solution for this? *(SOLVED) - it seems that with an obj sequence, the guide deform works correctly and doesn't make the any unnecessary scattering towards the hairgen density area, but i'm forced to use a guide sim for the simulation, if anyone find a way to bring the guide deform into a vellum dop i'll appreciate it.
  9. Hello, I am scattering points onto a grid and I am using a noise to displace it, but I only want to move the points vertically. How would I achieve that?
  10. Hi guys, I tried to extract a curve from some scattered points (generated by attribute paint), but the resulting curve is not that clean. Curve's points numbers are not sorted correctly, so I can't resample the curve. How can I fix it? Thanks for helping. Curve from scattered points.hip
  11. Is it possible to control cellular noise on a mesh with points from the scatter node?
  12. While trying to bring in the moana island scatter data into LOPs, since each point data has its own obj filepath attribute to scatter stuff; i was wondering how i can use these with the instancer LOP within Solaris and make it work since it has the "name attribute" parameter. i tried using the instance Sop within the "sop create" and even tried but it keeps crashing, running out of ideas at this point. I even tried instancing within SOPs and using "sop import" within Solaris but no luck another crash. tldr - how to scatter lots of objs with the help of filename string attribute on each point cleverly without having to manually bring in each obj file within Solaris? thank you!
  13. Hey fellow Houdini artists! I'm a long time Max and Maya user and I'm now learning Houdini. I'm trying to figure out if there is a way to use heightfield paint or heightfield draw mask to store values that I can later use to affect the pscale of objects in a heightfield scatter. For example I'd like to scatter bushes on a landscape. I want each point to get a random pscale factor still...Like between 0.5 and 1.5. However, I then want to multiply that value by another masks value that I can paint. This way I could increase or decrease the general size of the pscale in the areas I've painted. This would allow me to create taller bushes in some areas or smaller bushes in other areas. This seems fairly straight forward to do with scatter, copy to points and attribute paint nodes if I'm not using heightfields. However, I'd like to do this with heightfields and heightfield scatters Is something like this possible? Thanks, Tim J
  14. Hey, I have a bunch of moving curves that appear and disappear (meaning the prim id keeps changing), and I scatter points on them which I'm using a solver to kill at the right time but therefore they become static and I want to use an attributeInterpolate to track the point back to their curve. The problem is that the attributeInterpolate is asking for a sourceprim id but as I said above the the prim id keeps changing. I was able to create a unique integer attribute for the primitives which then is inherited by the scattered points. how can I now get the prim id from the curves to the scattered points based on a matching attribute? I tried an attribute wrangle but I'm really new to vex and this is what I wrote which doesn't really work haha. i@sourceprim = int idtoprim(1, id); first input is the points, second input is the curves. Thanks
  15. i want to scatter points on a deforming mesh (a growing mesh) based on its curvature attribute. currently they are appearing and disappearing as the curvature values are changing (based on the deforming mesh) every frame. however i want them not to disappear once they are created and stick to their original position they were created (as closely as they can). PS: the deforming mesh is generated from a vdb sdf. i am using a triplanar UV on it. i would highly appreciate any tips and help.
  16. Howdy team. I'm new to the forum, so apologies if this is a daft question. I am following a FXPhD tutorial which has an old vers of Houdini and the nodes and parameters are sometimes different. In the exercise I'm doing, the tutor is copying some curves onto a grid mesh to make grass. He manipulates them, copies the curves to attach to the grid mesh with a copy to Geo node, then scatters them across the grid using a scatter Node. There is some scripting to alter the grass length etc. But the grid mesh Geo disappears. We can only see the grass. He gets the Geo to reappear again by checking the preserve Geo tick box in the scatter Node. This box isn't in my vers of Houdini, which is a current one. Does anyone know a fix to this problem? With mesh Geo disappearing when using a copy and scatter node to copy curves to mesh? TIn other words, the curves are grass and the grid mesh is the ground. The ground disappears and I don't know how to get it back. Any help appreciated. I'm a beginner. Thanks.
  17. i want to create an abstract art like the image attached below, it has a main sphere with differrent size of spheres scattered on it, i can create a sphere with scatter and copy stamp nodes to create something like this, but how do i keep the spheres from colliding with each other? and they should also stick to t he main geometry. please help.
  18. Hey, I have a very frustrating issue. I have an alembic that I have scattered points onto and managed to get them to stick in place. The problem is now the random values I have assigned to these points i.e pscale, change every frame. Does anyone have an idea how resolve this, please? Thanks Andy
  19. Hi guys Ive been struggling to get my head around making similar leaves like the ones in the pictures. Any suggestions? I cant seem to make the leaves 'lay down' similar to how a hair groom would be combed or a feather system would lay the leaves down. Damien leaf_001.obj leaves.hiplc
  20. Hello everyone ! I have some trouble with the foreach loop, and after some search I have not found an answer... I want to connect points from two scatters and do some operation on each pair of points : connect them to a line, resample, noise and set pscale depending of point number of each loop. Here is what I have : A scatter "A" creates two points. For each of thoses points I want to scatter (with scatter "B") another point and connect them together. Here is my two issues : 1- I don't know how to scatter from a sop outside the foreach loop. 2- I connect my points using the add sop setted to "Polygons > By Pattern > Polygon 0 > 0-$N". Will it work on the second iteration ? Here is an image of my network : Thanks for helping ! scatterForEach.hipnc
  21. Hi guys (and gals)! How can I split the scattered points of a geometry into three groups, depending on the scattered points position to three different objects? I have tried with point clouds, with nearpoints and everything I could imagine, but I can't seem to figure it out! It either relies on radius, or doesn't sort correctly. I also tried with the sort node but it really messes with my sopsolver which is used for the infection down the stream.. To better explain the situation, lets say I have the geometry I want to split scattered with 10 points, and the point targets I want to use as refs have 2, 4, 4 points respectively. How can I "sort" the scattered points to either belong to group 1, 2, or 3 explicitly, depending on the distance from the point targets? Each point should belong to one group and one group only. And the sorting only has to happen in the beginning of the sim, after that pop forces take over. If anybody has any idea, please, feel free to share! Thank you for your time, G.
  22. I have a tank model and would like to animate the treads. What is the best way to achieve this? I'm no VEX master by any stretch. Looking for a workable approach to this. Thank you.
  23. Hi guys, I wanted to ask how can I achieve the following result: I have points scattered along a surface, on wich I have various noises affecting the color attributes of said points. What I want is for the points that are in the "red" zone to not move at all, and for the points in the "blue" to find the closest RED neighbour, and move towards it, controlled by a slider for me to animate. Seems easy enough, but alas, I am stuck. I wrote a point wrangle that does the job - well, sort of. The points are separated correctly, but I can't find an efficient way to attract them to the closest "red" neighbour. Most of them move, but not in a complete way as to seem as pure attraction. This is what I 've got so far: int nearpt = pcfind(0, "P", @P, chf("neighbourRad"), 2)[1]; i@nearpt = nearpt; string @INstatic = ""; //to separate the points in teams if (@Cd >= ch("color_tolerance")) { @INstatic = "yes"; @Cd = {1,0,0}; } else if (@Cd < ch("color_tolerance")){ @INstatic = "no"; @Cd = {0, 1, 1}; } //find closest points int ptneighbours [] = pcfind(0, "P", @P, 10, 1000); i[]@ptneighbours = ptneighbours; foreach(int j; i[]@ptneighbours) { s@affected = point(geoself(), "INstatic", j); if ( @affected == "yes") { @nearpt = j; v@nearPos = point(0, "P", @nearpt); } else { v@nearPos = point(0, "P", @nearpt); } } //move only blue closest points if( @INstatic == "no") { @P = lerp(@P, @nearPos, chf("percentcomplete")); } Any help would be more than appreciated, G.
  24. Hi Guys, is there a way to have tree meshes scattered on a terrain with variance in leaf colour on every single tree so that no two are the same colour? back in the Softimage/ICE days i could scatter points on a terrain mesh and give the points a random colour then i'd create a plant or tree mesh with different materials for bark, leaves etc, in Softimage's node based material builder i would plug in an attribute node into a colour mixer merged in with the leaf texture map, this attribute would read the random colour generated on the scattered points then i'd export the tree mesh as a Redshift proxy at render time the proxies would be loaded in, and each individual tree's leaves would be given an individual colour variation within a specified range based on the random colour from the scattered points this would mean each individual tree would have a unique colour added to its leaves and would be quick in the viewport/quick to render because of RS proxies (it also worked for Arnold standins) I've been trying to do this in Houdini but am hitting a wall, I've tried material style sheets but that requires me to create a different override for each parameter i want to control then assign specific trees to those overrides, its still not giving me unique colour variation per tree, its also quite a pain to set up, on top of that mat style sheets don't work if there's more than one material on a mesh which makes it redundant in this scenario I've also tried user data + attributes + shader switch but again you're using a mixer to switch between different specific shaders that you have to individually build, am i missing something? thanks for your help Houdiniers
  25. Hi, im trying to create a reptile scale tecnique, using points scattered along curves on a mesh where i'd like the scales, and i came across this amazing work by psop creating a chameleon.(https://cghow.com/making-of-jbl-chameleon/) Does anyone know how you can go from the first mesh which is the classic quad meshed character, to a remeshed version based on connecting all the scattered points on the mesh? i've tried everything i can think of... 1.triangulate2d, then restoring positions, but its not good for complex mesh shapes. 2.tetrahedralize, not so hot as cant tell it to only grab points from the surface of the mesh, it goes mad connecting innards of the mesh like a lattice. 3. i then tried "point iso cloud" which is great for laser scan reconstruction, and uses my custom scatter points to make the mesh BUT does not result in a mesh that uses my scatter points as the actual mesh points. 4. is there any mileage going down the vex route, creating a UV, then instead of searching for nearpoints in 3d space (where you could grab near points that arent actually connected on the same part of the surface of the character), and instead search distance on the UV positions of the points? 5.voronoi fracture the mesh using needed scale position points(scatter), then trying "compute dual" on the divide SOP. this feels quite close, i just need the mesh thats constructed by connecting the scatter points making lots of triangles; once ive got a mesh with the points of the connected triangles at the centre of my desired scale positions i can then compute the dual and HURRAH! ive been smashing my head against a wall for days now, id really appreciate some brain power as i think ive burnt all mine out!! cheers J Atomic14
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