sant0s81 Posted February 12, 2020 Share Posted February 12, 2020 (edited) Hey, in that post here, How to transform a sphere to a planar grid ? @magneto said, its possible to create a sphere from a grid with two bend sops. The first bend works as expected. But with the second bend I only get strange results. Does anyone know, how to do that? Didnt want to write in that post since its from 2013 Thx alot! Edit: Thats how it looks in Softimage Edited February 12, 2020 by sant0s81 Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted February 12, 2020 Author Share Posted February 12, 2020 (edited) Friend solved it, thx Nico! Only Capture Direction is different, rest is all the same. edit: the grid has a size of 2:1 (in my case 8 *4) and is rotated 90 degrees on x. Edited February 12, 2020 by sant0s81 Quote Link to comment Share on other sites More sharing options...
bradcarvey Posted February 12, 2020 Share Posted February 12, 2020 I tried this and was not able to create a sphere from a grid. The first bend is a flat fan, not the start of a cylinder, based on the inputs shown in Salomon's post. I can't think of a bend that could make that into a sphere. I am using the bend setting from your picture.uld m Could you share a scene file or more information on the second bend. Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted February 12, 2020 Author Share Posted February 12, 2020 (edited) @bradcarvey The grid has a size of 2:1 (in my case 8 *4) and is rotated 90 degrees on x. Sry, forget to mention that. edit: and yes, can share a file. How do I save out as hipc? Never was able to do that before. Edited February 12, 2020 by sant0s81 Quote Link to comment Share on other sites More sharing options...
bradcarvey Posted February 12, 2020 Share Posted February 12, 2020 Thanks Saloman, Rotating 90 degrees on the x, was important. If you have a full houdini license, the default will be to save a scene as an hipc (commercial). (File/Save). If you have an indie license the default is hiplc (limited commercial) and apprentice is hipnc (not commercial) Quote Link to comment Share on other sites More sharing options...
bradcarvey Posted February 12, 2020 Share Posted February 12, 2020 Note that if you reference the first bend angle in the second bend, you can get a nice animation of the grid morphing into a sphere. Grid_to_Sphere.hiplc Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted February 12, 2020 Author Share Posted February 12, 2020 Hey, thx - thats cool. I am also happy that it works finaly. Best, sant0s Quote Link to comment Share on other sites More sharing options...
flcc Posted February 12, 2020 Share Posted February 12, 2020 (edited) Just a detail but as is, the bend values don't reflect the actual bending proportions. (bend1 angle x1 bend2 angle x2) If you constrain the capture length to the grid size, then you get correct proportions, and most importantly you can change the grid size freely Grid_to_Sphere F.hiplc Edited February 12, 2020 by flcc Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted February 13, 2020 Author Share Posted February 13, 2020 @flcc Thanks for that improvement, gonna do it that way! Cheers Quote Link to comment Share on other sites More sharing options...
Atom Posted February 13, 2020 Share Posted February 13, 2020 Hmm... I find no evidence that either of these files produce a working solution. Is there a bug in the Bend sop in Houdini 18.0.327? What version of Houdini are you guys using? Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted February 13, 2020 Author Share Posted February 13, 2020 @Atom I am still on 17.5. But your result looks really strange. Did you try my manual way and changed the orientation to XY? Quote Link to comment Share on other sites More sharing options...
flcc Posted February 13, 2020 Share Posted February 13, 2020 @Atom I've buid it in H17. Probably why it don't work in H18. But it's strange, traditionaly when a node change SideFX change node version. And in this case it should load the 1.0 version, and It should working. is there a version number on this new sop ? Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted February 13, 2020 Share Posted February 13, 2020 You can spherify a grid based on its bounding box using VOP's 'from polar'-node. spherify_grid.hipnc 3 Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted February 13, 2020 Author Share Posted February 13, 2020 @konstantin magnus man, thats a level up... thx for sharing! Wonder if there are more ways to convert a grid into a sphere Quote Link to comment Share on other sites More sharing options...
flcc Posted February 13, 2020 Share Posted February 13, 2020 @konstantin magnus Nice and simple set-up. It make me understood the relbbox usage. The VEX version. However the "morphing part" is a bit strange with this solution. spherify_grid vex.hipnc by the way it seem frompolar doesn't exist in VEX. I must use "view vex code" to find the way to use it. Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted February 13, 2020 Share Posted February 13, 2020 Despite using sine and cosine you could transfer sphere positions via intrinsic UV coordinates. sphere_pos.hipnc Quote Link to comment Share on other sites More sharing options...
flcc Posted February 14, 2020 Share Posted February 14, 2020 Just curious, I try to apply this method to an object from real UVs, and I can't get it to work. The best I can obtain is by promoting the original vertex uv to point uv but all I get is beautifull spiral on the sphere. At least it's not just a point . an idea why ? sphere_pos real uv.hipnc Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted February 14, 2020 Share Posted February 14, 2020 (edited) While primuv() refers to intrinsic primitive coordinates, uvsample() uses the whole texture coordinates (no promotion to point attributes needed). vector bb = relbbox(0, v@P).xzy; v@P = uvsample(1, 'P', 'uv', bb); Please look into this thread to see how you can cut the grid along the seams before applying it to another mesh: https://www.sidefx.com/forum/topic/60740/?page=1#post-272057 sphere_pos_real_uv2.hipnc Edited February 14, 2020 by konstantin magnus 1 1 Quote Link to comment Share on other sites More sharing options...
Atom Posted February 14, 2020 Share Posted February 14, 2020 Here is another offering. Three UV mapped spheres that unfold to different grid aspect ratios. A 16:9, 4:3, and 32:9. These are pre-animated Alembic files, not procedural at all. ap_UV_spheres_unfold_to_plane.zip 1 1 Quote Link to comment Share on other sites More sharing options...
flcc Posted February 14, 2020 Share Posted February 14, 2020 (edited) Thanks Konstantin I've checked the link examples, but I really miss something here. I' probably don't fully understand how houdini handles UVs. First : I don't really understand what intrinsic uv mean. Thus I dont really understand difference between primuv and uvsample. May be a language problem. For me intrinsic mean : "Which is contained by nature". is it uv created or calculated on the fly ? Second : Your last exemple work with grid -> rubbertoy but not with rubbertoy -> sphere, more precisely don't work with respect to original uvs. You use relbbox to create new "pseudos" UVs, while UVs exist. why ? Third : I made a very simple example to illustrate. While I've begin to study the link examples and I kind of understood what is done, I still don't understand why in this very simple example uvsample don't work. neither with point uv nor vertex uv. - is uvsample should be run in a vertex wrangle ? (seem not) I need to dive deeper in the exemples but some light should be welcome. Thanks for the help Cube to sphere.hipnc Edited February 14, 2020 by flcc Quote Link to comment Share on other sites More sharing options...
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