fretwizard Posted November 15, 2009 Share Posted November 15, 2009 Hi Everybody! This is my first post in this forum I've started studying Houdini 10 one month ago and I thinkg it's very cool. I'm trying to test some procedural modeling techniques in order to create my own digital assets. I have some of questions for you guys. - I scattered some points on a poligonal mesh, now I want to store some primitive attributes on the scattered point. For example, for each single scattered point I want to store the poligon number on which it has spawned (attributeTransfer SOP?). - I would also like to know how can I access bounding box information (the ones shown by houdini when I mid-click on a node). I want to store on each single poligon of the mesh its own bounding box min and max vectors. What I managed to do so far is using the "forEach" SOP to iterate a Bound SOP on each poligon. But with heavy poly meshes it gets very slow and anyway I only got the bound objects, not the vector values. - Is it possible to use the paint tool on UV texture files instead of attributes on vertices? How do I set it up? - Is there a way to paint attributes on points that have been added to the mesh with a 'scatter' or 'add' SOP. Even if I keep the original geometry after the scatter I can only paint on the original geo points, not on the scattered ones. I hope I don't ask too much, it's just I have something very specific on my mind. Any advices are welcome. I have a nice RSL background so if you wanna suggest to do something in VEX or expressions you're more than welcome (I didn't learned it yet though). thanks in advance Quote Link to comment Share on other sites More sharing options...
symek Posted November 15, 2009 Share Posted November 15, 2009 (edited) - I scattered some points on a poligonal mesh, now I want to store some primitive attributes on the scattered point. For example, for each single scattered point I want to store the poligon number on which it has spawned (attributeTransfer SOP?). no need to use attribTranser: - create uniques points for your polygons (facetSOP) - create explicite prim number attribute on primitives via attribCreateSOP -> $PR as integer primitive attribute value - use attribPromoteSOP to promote this attribute to a point type - scatter point on this prims from now on, scattered points will hold primitive number attrib they belong to. - I would also like to know how can I access bounding box information (the ones shown by houdini when I mid-click on a node). I want to store on each single poligon of the mesh its own bounding box min and max vectors. What I managed to do so far is using the "forEach" SOP to iterate a Bound SOP on each poligon. But with heavy poly meshes it gets very slow and anyway I only got the bound objects, not the vector values. generally there is a bbox() expression to get bounding box data. You can search for interesting expression in texport using: exhelp -k keyword command. Very handy. Bounding box is also avaible as a local variable in many nodes. Plus, you can access this data in vopSop. I would use bbox() or local vars inside forEach SOP. Alternatively I would try a loop in vops (or vex), which will be a way faster, but I'm not sure if SIMD thing would work well with computing min/max for group of points (looping over all neighbours). - Is it possible to use the paint tool on UV texture files instead of attributes on vertices? How do I set it up? You mean you want to paint raster images, not attributes on geometry? Not possible I'm afraid (other then painting on a dense grid with 1:1 pixel to point ratio ). - Is there a way to paint attributes on points that have been added to the mesh with a 'scatter' or 'add' SOP. Even if I keep the original geometry after the scatter I can only paint on the original geo points, not on the scattered ones. You can append addSop after scattering and add a weird polygon (select Polygons->ByGroup Tab). This way PaintSOP will see your points. After painting is done, you can remove this polygon crap. hope this helps! example.hip Edited November 15, 2009 by SYmek Quote Link to comment Share on other sites More sharing options...
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