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Found 6 results

  1. I came across some really interesting procedural hard-surface topology here: https://www.instagram.com/mglhs_com/ He's definitely using Houdini for the workflow as seen in this post - I've been trying to figure out a workflow to generate fractures with workable topology but without success. When I try to push the boolean SOP with outputs from fracture SOPs anywhere near the kind of detail/shapes he's getting the geometry totally breaks down. It doesn't look like he's using any VDB workflow, based on the video it looks like it's purely mesh-based. Is anyone here able to get a better read on the approach he's using to get those kinds of clean fractures, gaps, and mesh separation?
  2. Hello Shortly: How to update cloth every frame based on changing topology? I'm trying to make cloth burn effect using spreading attribute to delete polygons, however I can't get the cloth to update simulation every frame based on deleted polygons. I've been trying to use multi solver for that. Everything is fine untill the very moment when the polygons are being deleted, the simulation of the cloth stops, and the only thing that is happening is the deleteing of polygons. I've found a thread from a few years back of someone who has been doing the same effect, with the same problem, but the answear that seemed to work for him doesn't do it in my case, here is the link to that old topic: link. I also attatch the .hip file of my set up, I added some notes so it would be clearer. I've spent a lot of time playing with diffrent options of the multi solver and sop sop solver but I'm stuck. Any help would be greatly appriciated. 02_cloth_tear_prob.hiplc
  3. Hi people! Please tell me how to properly fix the topology. After using the boolean operation I'm getting a problem with the topology. What should I do to apply extruding correct after boolean operation. I tried use the sop Clean and sop PolyDoctor, this did not work. Thank you! topology_repair.hipnc
  4. Hello guys, I found a lot of topics on this and no one seems to solve the issue but i think it might not be impossible I have this ripping cloth with and extrude node at the end, so it's changing it's point count and consequentelly every point number is also changing. Is there a way to add a unique and persistent ID to every point, creating new IDs for the new ones? Odforce.id.hiplc
  5. Font subdivisions

    Hello people, can someone explain to me, how to remove this unnecessary Edge?
  6. Chops and changing topology

    Hi, I have a simulation and I want to filter points position after simulation is finished to remove jitter. But during simulation I am deleting geometry which is not visible (so that simulation runs quicker). So I cannot filter P attribute based on ptnum. Is there some option to run chops by id attribute like in Trail node Attribute to match? So that if point does not exist his value will be set to 0 or last available value instead of using attributes of another point. Thanks, Juraj
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