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Showing results for tags 'sweep'.
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Hello, I'm trying to transfer the normals from a stretched sphere, to a spiral around it, then sweep it using the ribbon shape. It looks like the normals are transfered no problem, but then when I sweep, it doesn't look right. It's either stretched, on an weird angle, or noisy (kind of like a mountain modifier). I think the problem lies in the up direction. I tried Y axis, normal, custom attribute that is the cross between the normal and the tangentu... It always look weird, especially on the ends. What am I doing wrong? Thanks! 2022-05-27_HelpNormals.hipnc
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- normal
- attribute transfer
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Hey all, I'm trying to recreate this trail-motion form-like thing... I was trying to do it with a sweep and a path but I'm not getting the nice interesting shapes like in the image. Does anyone else have an idea on how to approach this? here is my failed attempt so far (in the hip): odforcehelp01.hiplc Thanks!
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- motion trail
- trail
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I'm snapping a path along a terrain and then using that path in a sweep node as a backbone curve to generate a wall. The problem I'm running into is that the sweep is following the tangent of the terrain normals and creates a warped look in the corners that's accentuated with increased height. I tried to correctly orient the cross sections in the sweep node by using an orientalongcurve node with the snapped path in input 1 and the pre snapped path transformed higher in y for input 2. That works more or less for the longer portions of the wall but still results in warped corners. Since this is a wall and not a roller coaster, is there a way to force the cross sections to always be oriented straight up in y while still following the snapped path around the terrain? My assumption is that this would fix the corner issue, but I'm very new to Houdini so I may be going about this all wrong. Any help would be very appreciated.
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Hello all! I have this problem where my sweep is being flipped on random frames. It seems the points on my animated curve are jumping around in the spreadsheet (but not visibly). The curve is generated from a A-BSeam group from a boolean of a cylinder and a big noised-up box that goes through it. This is then resampled to get a constant pointcount. I'm resampling on every frame so this is the problem I think. The curve then travels upwards. I generate an up-vector with a simple wrangle @up = set(0,1,0); and then feed it into a sweep. The sweep looks fine and works well but on certain frames the whole thing flips and the sweep flickers. I've made a video to show the problem that you can see here: https://drive.google.com/file/d/13Ch6K2lNKK5diDRQggiNkFwXTKsC3GCP/view?usp=sharing Here is the HIP-file: https://drive.google.com/file/d/1M1WPRLivDL4PzK9v_1I99UOruoVweCVG/view?usp=sharing
- 2 replies
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- cross-section
- sweep
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Hi, does anyone have any insight on how I would go about modeling this bit of geometry procedurally? I've attached my attempt at creating the shape but I'm unsure of how to proceed. car_hood.hiplc
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When I sweep along a curve which was built by taking a grid and running a carve on it, my sweep looks like this- However my I try to do it on a curve that was created by taking a line, and then copying to smaller lines on the ends and fusing, it looks like this- As you can see the corners are messed up. I assume this has something to do with vertices as the first example contains only 4 vertices and the 2nd has 6. I'm just wondering specifically what the issue is here and of course how I can fix it
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Happy Friday, I'm trying to re-create this work in Houdini... I was trying to achieve with a sweep and custom curve but wasn't able to get the variation like on the example attached. It just looked like a repeated pattern. Can anyone provide a push in the right direction. I'm sure it's a simple step Thanks,
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I'm following a tutorial that is a bit outdated and the instructor uses a sweep node with 3 inputs, the third being "Reference Points". He uses a feature called "Aim at Reference Points" that I don't have but it seems like I need it to get the same results. Is there a way to do this with the new Sweep node?
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I'm trying to roll a sweep node 90 degress but it never lines up, I've tried a bunch of options in roll, yaw, pitch but can't get it to look right or line up. What's the best tool to use for this? I think what I'm asking is how to smooth the transition or lose the m style for a round shape, i see lots of posts with an older version of sweep, not sure how to get $PCT or a ramp into the 'roll' section Thanks in advance SweepCurve.hiplc
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I've made an HDA after following a procedural modelling tutorial for a sweep node that contains UV's (im working in 17.5, tutorial is in 16.5). Everything works except that the shape doesn't close properly in one corner of the model, despite me selecting Skin Output as 'Skin with Auto Closure' . The tutorial uses an 'Ends' node to help with the unwrapping, but seems to prevent one corner from closing. I removed the Ends node and the corner closes, but then the UV's are all messed in that area. All can be seen in these issues im having in these images..if anyone can help that would be grand. HDA is also attached. thanks Super_Sweeper.hda
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Hello ! I'm trying to make sweeps from geometry input, basically a wireframe of a polymesh to use in game engine. Unfortunately I got strange result from ends SOP, duplicates lines. Is there a cleaner way ? Thanks ! PolytoEdge_001.hipnc
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If backbone is poly, attributes come across to geometry created by sweep If they are nurb, resulting geometry gets '0'.. wondering if that's a bug, or expected.. thanks Alex help doesnt mention backbone nurb vs poly.. These point attributes and groups will be copied from the backbone points to the cross-section points. If a uv attribute is present on both the cross-section and backbone, and Cycle Type is set to either One Primitive at a Time or Cycle Primitives, only the u component will be copied from the backbone, so the v component will still be from the cross-section uv attribute. Although only point attributes are copied from the backbone, there is a special case for if the cross-section has a vertex uv attribute, point uv values can be copied into the destination vertex uv attribute, but this only works for uv.
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Hi everyone, i was watching scott keating's GDC video on procedural modelling, and i have an issue with the UVs and the sweep node, that he shows working with polygons. If anyone can show me a basic sweep with proper uvs, it would be great.
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I have a bunch of hexoganol primitives. Each hexagon has a spine(curve) that I want to sweep the hexagon along. Each spine shares the same primnum as its associated hexagon. What is the best way to do this? What I've been playing with is a ForEach Loop that sweeps each hexprim along each spine.... but my results are confusing and bad. hexRox2.hip
- 4 replies
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- modelling
- procedural
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I create a simple line and curve and then sweep I get square nice geo but when I use a curve that is perpendicular to the grid I get twisted geometry. Why is this ??? Thanks sub.hip
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Hi - I am executing a sweep which produces overlapping geometry when the radius of the path is tight. I would like to produce clean geometry from this with no overlapping surfaces. Clean->Fix Overlaps did not work. Is there a solution for this? tightSweepExample.hipnc
- 7 replies
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- sweep
- degenerate
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Hey, I'm new to Houdini but really enjoying it's procedural generation modeling workflow. I've seen a lot of tutorials that get geometry by sweeping a flat shape along a curve and then telling it to skin. Is it possible to do something like that with something that branches like the letter T? I don't want to use anything as complex as a an L-system, I just want to be able to take a curve, branch it some how and then skin that. is that possible? is there a way to get similar results?
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I've been trying to switch the input for a Sweep SOP between a Null SOP and several Curve SOPs to disable/generate a bunch of profiled lines. However, on switching to the Null SOP, the Sweep SOP still produces geometry (that's handled by other nodes further downstream) even though the input contains no geometry (I middle mouse clicked on the Switch to confirm this). One solution I could find was to refresh the Sweep SOP by double clicking on Bypass, then it decides that there is no geometry coming in and accordingly produces no output. However, I have to do this each time the Null is switched to. The other solution is to have a second switch after the Sweep and switch to the Null there. I don't know why this has to be a workaround, it feels a little less intuitive than just switching the input of the Sweep to a Null. Anyone else encountered this? HIP file: sweepbug.hip
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Hi guys, We can use $PCT in the Sweep Scale parameter and will get a linear scale from 0-1 along the backbone. That is great and fast! But, why using 1-$PCT does not give us a precise result? As you can see on attached image, both extremes on right sweep are bigger than on left one. It's obvious on the thin end, but also occurs on thicker one… $PCT gives us an 0.0 ... 0.25 ... 0.75 ... 1.0 scale 1-$PCT should give 1.0 ... 0.75 ... 0.25 ... 0.0 scale, right? The same problem occurs when using a ramp: chramp("profile", $PCT, 0) It works perfectly fine at first stage, but if you change your first ramp point control from 0 to 1 and last one from 1 to 0 it clearly appears that the thin extreme is NOT zero size… (?) Maybe I'm misunderstanding something obvious? THANKS for your feedback! NOTE: these alternatives works perfect… $PT*(1/($NPT-1)) 1 - ($PT*(1/($NPT-1))) chramp("profile", $PT / ($NPT - 1), 0) …but it really intrigues me that the more simple $PCT has this problem.
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Hello, I'm having a problem with a setup I'm trying out and I'm hoping someone might have some ideas on what I can do? I'm creating this 'archway' that's made out of spinning blocks. The blocks are moving along the path of the archway. (At home right now, I'll put an explanatory pic up when I'm back at work tomorrow.) For this animation the archway is constantly changing it's shape. To acheive this whole look, I have about 6 nulls which I animate the positions of. Then -create a closed curve through all the nulls. -carve along the curve (this is what makes the cubes travel along the path) -resample the curve -sweep and skin a circle along the curve to create a tube -scatter points on the tube -copy boxes to all these points. This works reasonably except when the curve changes length and then the scatter sop ( or maybe the point numbering of the tube ) changes and all the boxes jump to different parts of the curve. I'm not sure what to do about this. My current idea is to try and keep the length of the curve constant. -Two of the nulls and the bottom part of the curve are off camera. I am thinking I could use a measure sop and a Python expression to iteratively reposition these two off-camera nulls to maintain a constant length. I've had a go, but my Python in Houdini is pretty beginner and I'm not having any luck yet. Any suggestions? Simeon.
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- python
- expression
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Does anyone have an ellagant solution to the Corner UV Problem when working with sweep surfaces. I've attached two images illustrating the problem and a Hip File. I build the UV's using rows and collumn approach, but when creating things like corners I need to pinch separate the inside corner verts. a Procedural solution is needed as I don't know what the corner angle may be. thanks in advance for your thoughts. Cheers, kni uv_sweep.hip