ElemKlimov Posted July 20, 2020 Author Share Posted July 20, 2020 26 minutes ago, sant0s81 said: @ElemKlimov You have to check that the foreach nodes name is the same than in the expression Your for each begin is named 2, in the expression is 1. haha - i am soooo close. however, the top face are leaning. how to fix? Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted July 20, 2020 Share Posted July 20, 2020 @ElemKlimov I guess your pivot (expression) is not correct. Pivot has to be on the top face, not below. Quote Link to comment Share on other sites More sharing options...
ElemKlimov Posted July 20, 2020 Author Share Posted July 20, 2020 45 minutes ago, sant0s81 said: @ElemKlimov I guess your pivot (expression) is not correct. Pivot has to be on the top face, not below. i'm not sure - i copied your settings from previous. does this not match? ch("../tube3/height") Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted July 20, 2020 Share Posted July 20, 2020 maybe it would be more easy if you upload the scene - difficult to see whats wrong. Quote Link to comment Share on other sites More sharing options...
ElemKlimov Posted July 20, 2020 Author Share Posted July 20, 2020 (edited) columns01.hip good idea @sant0s81 Edited July 20, 2020 by ElemKlimov Quote Link to comment Share on other sites More sharing options...
Sepu Posted July 20, 2020 Share Posted July 20, 2020 You are missing / 2 ch("../tube3/height")/2 1 Quote Link to comment Share on other sites More sharing options...
ElemKlimov Posted July 20, 2020 Author Share Posted July 20, 2020 ah sweet! all good now - thanks @Sepu! Quote Link to comment Share on other sites More sharing options...
flcc Posted July 20, 2020 Share Posted July 20, 2020 I think boolean solution is a better option, because the rotation forces a tightening on the top facet. columns01_F.hip 1 Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted July 20, 2020 Share Posted July 20, 2020 @flcc yes, was wondering how to avoid that tightening... Maybe combining the expression in the transform with something like ray? Isnt boolean more heavy? Anyway, thanks for the example hip! Quote Link to comment Share on other sites More sharing options...
dleonhardt Posted July 20, 2020 Share Posted July 20, 2020 I have thought of a VOPs + UV approach. columns01_dleonhardt.hipnc Quote Link to comment Share on other sites More sharing options...
Noobini Posted July 21, 2020 Share Posted July 21, 2020 footprint left by a Giant, thousands of years ago... (not that many nodes) Quote Link to comment Share on other sites More sharing options...
petz Posted July 21, 2020 Share Posted July 21, 2020 not quite sure if that’s what you are after but please take a look at the attached file: rotate_prim.hiplc 1 1 Quote Link to comment Share on other sites More sharing options...
eikonoklastes Posted July 22, 2020 Share Posted July 22, 2020 Here's a non-VEX approach, that doesn't even use any rotations. I'm applying a linear gradient across the top face, and then using a Soft Transform to move the points up based on that mask. You do need Labs for the Gradient SOP. columns01_soft_transform.hiplc 2 Quote Link to comment Share on other sites More sharing options...
flcc Posted July 22, 2020 Share Posted July 22, 2020 Many solution here @eikonoklastes, @dleonhardt nice tricks @petz Don' really understand how it works. Not a rotation, a projection ? could you explain a bit ? Quote Link to comment Share on other sites More sharing options...
ElemKlimov Posted July 27, 2020 Author Share Posted July 27, 2020 hey all - i have been out of town - lots to read and try thanks! Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 24, 2020 Share Posted September 24, 2020 @ElemKlimov @ryew I Found Z_HOUDINI collection of houdini hda's focused on procedural modelling and game dev . many of these are WIP and may not work , all tools are unlocked open source , feel free to edit \ redistribute ! credit and thanks to gamedev sidefxlab , qL , and others , using lots of their hda within these . https://github.com/CorvaeOboro/zhoudini Nice to Have 1 Quote Link to comment Share on other sites More sharing options...
petz Posted January 23, 2021 Share Posted January 23, 2021 On 22.7.2020 at 11:37 PM, flcc said: @petz Don' really understand how it works. Not a rotation, a projection ? could you explain a bit ? hey, sorry for my late reply, i didn't check the forum for quite a while … you're right, instead of rotating the prim i did project its points onto the plane given by P (prim centroid) and N (prim normal). this way you don’t have to worry about adjusting size due to the rotation. hth. petz 1 1 Quote Link to comment Share on other sites More sharing options...
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