Bezier curve editor

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The new version in the attachment.

New features:
- Compatibility: backported to 18.0 and py3 builds friendly. In future I'll probably move solely to 18.5 py3 (kinda hard to track all api changes)
- Help page
- Refined projection modes
- Support for surface collider. In practice snapping sometimes is not an option for drawing on surfaces
- Rectangular selection (custom one, without entering builtin selection state)
- Ability to manually enter attribute values and positions on selected points
- Ramps support (any number of color or float ramps for selected curves)
- Curve presets. You can save shapes as a library (also can process external geo, for example now you can use circle as a preset)
- New attribute type: arbitrary orientation
- Control points tagging for isolating them downstream
- Splitting curves for tailoring
- Ability to reorder points in curves from selected point
- Display settings for custom look

I'm currently waiting an approval on orbolt and will post the link here. At this point you can try the indie hda from attach.

Attachments:
ie_pen_tool.hdalc (239.3 KB)

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This looks really excellent. I'm working on building a clothing draping workflow in Houdini and I think your tool will be key when it comes to creating patterns.
Subscribe to my Patreon for the best CG tips, tricks and tutorials! https://patreon.com/bhgc [patreon.com]

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This is awesome - thank you! As a new Houdini user with 20+ years of experience in Photoshop, this makes much more sense to my muscle-memory than the built-in Curve drawing tool. Much appreciated.
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Here's the link to orbolt: https://www.orbolt.com/asset/igel::pen_tool::1.0
(probably it's better to delete the indie hda if you have it)
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elovikov
Here's the link to orbolt: https://www.orbolt.com/asset/igel::pen_tool::1.0
(probably it's better to delete the indie hda if you have it)

First time using Orbolt, installed just fine. Did a quick test run drawing a shirt and draping it and everything worked great. Do you have Twitter/Instagram? I'm going to make a more complex clothing demo and I want to tag you when it's done.
Subscribe to my Patreon for the best CG tips, tricks and tutorials! https://patreon.com/bhgc [patreon.com]

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Sidefx should really hire you to replace their shitty curve toolset.
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Nice stuff
This Dude From Japan Last 3 Years do the "almost" same stuff

https://github.com/baku89/baku-hda [github.com]

Attachments:
draw_bezierddd.gif (9.3 MB)

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BrianHanke
First time using Orbolt, installed just fine. Did a quick test run drawing a shirt and draping it and everything worked great. Do you have Twitter/Instagram? I'm going to make a more complex clothing demo and I want to tag you when it's done.

No, I don't have any social media You can just give a link to orbolt.

I'll post also an example here for simple tailoring. It's not marvelous designer by any means of course, but can be helpful.



I recommend using tags and "Split By Tags" feature in output tab. With that you can split the pattern so you can stitch it much more easily. Though it requires a little bit of editing of Planar Patch From Curves SOP as it doesn't support @name.

Attachments:
tshirt.png (683.5 KB)

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sysyfu
Sidefx should really hire you to replace their shitty curve toolset.
in fairness I think Sidefx took a right approach which fits them. They don't give you tools, they give you environment to create them. The fact that you can create this fairly easy is just amazing and shows how flexible it is.

States is actually great API. I have some experience in gamedev and even Unity which has fairly good editor extensibility is not that good. Python states just need more recognition (and also probably we need better platform than orbolt ).
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elovikov
sysyfu
Sidefx should really hire you to replace their shitty curve toolset.
in fairness I think Sidefx took a right approach which fits them. They don't give you tools, they give you environment to create them. The fact that you can create this fairly easy is just amazing and shows how flexible it is.

States is actually great API. I have some experience in gamedev and even Unity which has fairly good editor extensibility is not that good. Python states just need more recognition (and also probably we need better platform than orbolt ).

now how could this tool be implemented in unity with or without houdini engine so that we can use pscale and rotation ui while building roads etc ?
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I'm pretty new to Houdini and I literally had a WTF moment that Houdini did not have this tool/functionality.
Thank you Elovikov for your hard work on making this. I hope Houdini gives you a bag of money and implants this in the editor.

I have a simple question, can I also up-res the line with your plugin? I'm playing with sliders and I don's see the line changing in the viewport or should I just use a resample node.
Edited by ErrorX - April 3, 2021 17:25:19

Attachments:
037ad17c65308e7df9dc698e7b48b775.gif (1.2 MB)

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ErrorX
I have a simple question, can I also up-res the line with your plugin? I'm playing with sliders and I don's see the line changing in the viewport or should I just use a resample node.

Hi! You don't see the changes because in the viewport Houdini renders only one output. For this node it's the bezier one. I'm not sure you can change the output node for scene viewer and also even if you can you shouldn't do it for this tool For now it relies on the fact that nodes geometry is bezier primitive (probably I'll fix it in the future).

Anyways, you can use a simple workaround.


Just connect the second output to any node and set display flag (the blue one). State works for selected node, so you can just select pen tool upstream and have all the handles in viewport, but also have a geometry from downstream nodes.

That works also for Sweep, PolyLoft etc. There's also Update Geo While Editing (off by default), if you enable it you can see live changes in the viewport for anything connected downstream with the display flag enabled.
Edited by elovikov - April 4, 2021 08:15:42

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null_out.png (32.0 KB)

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This tool is amazing! Thanks so much, elovikov for putting this together!
I have however encountered a bug that's a bit annoying.
When having a point set to untied but then moving the bezier handle with the translate handle, it will treat it as a smooth point once again! The same thing happens if you manipulate the values in the parameter editor.
Here a video showing the issue: https://drive.google.com/file/d/147P4R3MZh60iWBWx3-SMoki8UHa1YMHU/view?usp=sharing [drive.google.com]

Otherwise, this is perfect!
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Hey elovikov!
thanks a lot, this tool is amazing!!!
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Thanks for the feedback!
I'll fix the bug with untied points in the next update.
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