larmannjan Posted March 11, 2014 Share Posted March 11, 2014 I am mainly a blender users. I would like to start using Houdini. It's procedural and non-destructive workflow is very appealing to me. For my first day in Houdini I would like to re-create something procedural I did in blender using modifiers. I have a piece of tiling geometry, it is a section of a stone wall. I would like to array this wall along a curve. Also I would like to project the curve onto a piece of terrain. I am not expecting anyone to solve this problem for me. But I wouldn't mind some hints on how to approach this problem. Quote Link to comment Share on other sites More sharing options...
larmannjan Posted March 11, 2014 Author Share Posted March 11, 2014 I have attempted to solve this problem. Here is my progress so far. I have some questions so far: 1. I am using an instance node to duplicate along a curve. I can set up individual point to duplicate to but how can I just give it a number of copies I want and a distance to put between the two? 2. when I imported my model into houidini as an obj it was quite large and I scaled it down to 0.2 in the pre-transforms tab, In the render the array show up fine, in the viewport it does now why? Quote Link to comment Share on other sites More sharing options...
larmannjan Posted March 11, 2014 Author Share Posted March 11, 2014 I just saw that I posted this already yesterday, sorry I thought I had forgotten to actually hit post. Quote Link to comment Share on other sites More sharing options...
symek Posted March 11, 2014 Share Posted March 11, 2014 Starter attached. Unfortunately I missed your wip, so I made it from scratch from your first post, which might not be relevant to you anymore. As to distances between copies, you need to resample the curve to fit instance's size. This example follows pure sop approach, but this is instance-like procedure, simple different flaviour. hth, skk. wall_starter.hipnc Quote Link to comment Share on other sites More sharing options...
larmannjan Posted March 11, 2014 Author Share Posted March 11, 2014 I have now found out how to project the curve onto the surface using the ray node. Quote Link to comment Share on other sites More sharing options...
larmannjan Posted March 11, 2014 Author Share Posted March 11, 2014 (edited) Thanks for the reply and the hip file symek. Your method is almost perfect. The one problem is that the wall is not deformed as it is following the path. I would like the wall to be stretched and bent according to the path. Also here is the wall .obj if you are interested. bricks_single_uved1.rar Edited March 11, 2014 by larmannjan Quote Link to comment Share on other sites More sharing options...
bandini Posted March 11, 2014 Share Posted March 11, 2014 If you don't want any gaps, make a long, straight version of the wall and path deform it. You can use one of the orbolt path deformers or create your own with the creep sop. https://www.orbolt.com/asset/aswaab::soptools_pathdeform https://www.orbolt.com/asset/animatrix::pathDeform::1.00 Quote Link to comment Share on other sites More sharing options...
larmannjan Posted March 11, 2014 Author Share Posted March 11, 2014 Thanks for the links, both do what I want. I am having some trouble with the or bolt file but I will figure that out. Quote Link to comment Share on other sites More sharing options...
larmannjan Posted March 11, 2014 Author Share Posted March 11, 2014 I have some question about your HDA bandini. Is there a way I can automatically fill the curve with array of itself? Where do I have to place the piece I want to deform? does it have to be on the start path of the curve? Quote Link to comment Share on other sites More sharing options...
larmannjan Posted March 11, 2014 Author Share Posted March 11, 2014 I am using duplicate to create a fixed number of duplicates along an axis. When I than plug in that mesh into the soptools_pathdeform it goes haywire. Quote Link to comment Share on other sites More sharing options...
bandini Posted March 11, 2014 Share Posted March 11, 2014 Check the axis of your object before it goes into the deformer. You may need to pop a transform node before the deformer and rotate and center it before deforming it. I made that asset awhile ago. Can't quite remember all the particulars. If I have time tonight I will see if I can work up a quick example for you. -Adam Quote Link to comment Share on other sites More sharing options...
bandini Posted March 11, 2014 Share Posted March 11, 2014 Also, check the example file that comes with the asset. Should show how to set it up. Quote Link to comment Share on other sites More sharing options...
larmannjan Posted March 11, 2014 Author Share Posted March 11, 2014 do both centers have to line up of the curve and the object? Quote Link to comment Share on other sites More sharing options...
larmannjan Posted March 11, 2014 Author Share Posted March 11, 2014 (edited) I got it working to some extent. The wall is a little stretched but it should figure that one out pretty soon. Edited March 11, 2014 by larmannjan Quote Link to comment Share on other sites More sharing options...
bandini Posted March 11, 2014 Share Posted March 11, 2014 There should be an option in there to keep the proportions (as much as possible) of your object. And, no, both centers do not have to line up. Quote Link to comment Share on other sites More sharing options...
larmannjan Posted March 11, 2014 Author Share Posted March 11, 2014 Okay I will keep on testing it. Thanks a lot Quote Link to comment Share on other sites More sharing options...
larmannjan Posted March 11, 2014 Author Share Posted March 11, 2014 (edited) I am still trying to get the array along the curve. For some reason I am not allowed the move the mesh up though. here is a gif of the problem in action http://imgur.com/groRJHV Edited March 11, 2014 by larmannjan Quote Link to comment Share on other sites More sharing options...
bandini Posted March 12, 2014 Share Posted March 12, 2014 Try this file. It is a really simplified version of the path deform sop. Basically, my asset is the creep sop with a bunch of math and expressions to automate some of the scaling and position fields. This should get you started. brick_wall.hipnc Quote Link to comment Share on other sites More sharing options...
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