larmannjan Posted March 11, 2014 Share Posted March 11, 2014 Hello I am mainly a blender users. I would like to learn Houdini, it's procedural and non-destructive workflow is quite appealing to me. In blender it is quite easy to create an array along a curve. It is also easy to project a curve onto a surface. I would like some help with creating something in Houdini. I have created a piece of a wall. It is a small tillable section of the wall. this is a single mesh that I exported from blender. I also have a terrain. I know how to draw curves in Houdini. I would like to create an array of the wall along the curve. Also how can I project the curve on to the underlying terrain? Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 11, 2014 Share Posted March 11, 2014 Checkout the RaySop Quote Link to comment Share on other sites More sharing options...
mholub Posted March 11, 2014 Share Posted March 11, 2014 Here is simple example wall.hipnc Quote Link to comment Share on other sites More sharing options...
larmannjan Posted March 11, 2014 Author Share Posted March 11, 2014 Thanks Poen. Your approach to the problem is interesting. Unfortunately it does not orient the wall to the path, it just copies the y axis position. Quote Link to comment Share on other sites More sharing options...
ChargingImage Posted February 16, 2015 Share Posted February 16, 2015 (edited) Hi! Have you found solution to your problem? I'm also missing this usefull easy to use modifier I'm mainly missing coping GEO with exact distance, to make an seamless array. I found this: http://www.sidefx.com/index.php?option=com_content&task=view&id=1242&Itemid=255 cheers to fellow blender user Edited February 16, 2015 by ChargingImage Quote Link to comment Share on other sites More sharing options...
Robert Posted February 17, 2015 Share Posted February 17, 2015 If you need an exact distance between points you can use the resample SOP. In the resample you can specifiy the maximum length of a single segment. Quote Link to comment Share on other sites More sharing options...
freaq Posted February 17, 2015 Share Posted February 17, 2015 checkout the creep sop then make planes that are connected and it will put the bricks together distorting that as required. Quote Link to comment Share on other sites More sharing options...
acey195 Posted February 18, 2015 Share Posted February 18, 2015 The creep node is a bit more complex to use though (having the correct 0.5,0.5 offset and the correct polygon orientation), and probably a bit slower than a direct copy. But it will indeed take care of the deformation. So if you need this fidelity the creep sop is probably the way to go. For quick and dirty results, Resampling the Raycasted curve and possibly smoothing it, should more or less give you the blender result. Quote Link to comment Share on other sites More sharing options...
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