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Technical Discussion » Houdini's new boolean fail??
- patar
- 280 posts
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no its not… just tried.. beside the normal is already in the right direction if its needed to be flipped then its the bug in the algorithm..
Edited by patar - Aug. 25, 2017 04:55:50
Technical Discussion » Houdini's new boolean fail??
- patar
- 280 posts
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Technical Discussion » Houdini's new boolean fail??
- patar
- 280 posts
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hi i just saw a demo of mash boolean for maya and i thought “hmm..its pretty cool but i think houdini's new boolean is also capable of handling that” so i went off to try it in houdini
it turned out some time houdini's boolean doesnt work correctly in that situation,
sometime creates an open mesh like in the picture bellow, sometimes it create weird geometry.
this situation can be fixed if the subtracting box is scaled a little big than the original.
but this situation is not always doable ( changing the actual geometry )
is it possible to make houdini's boolean more bulletproof than it is now im sure lots of people can get benefit
from this. as i also think that one of the greatest features of houdini 16 is the new boolean.
best regards
Patar
it turned out some time houdini's boolean doesnt work correctly in that situation,
sometime creates an open mesh like in the picture bellow, sometimes it create weird geometry.
this situation can be fixed if the subtracting box is scaled a little big than the original.
but this situation is not always doable ( changing the actual geometry )
is it possible to make houdini's boolean more bulletproof than it is now im sure lots of people can get benefit
from this. as i also think that one of the greatest features of houdini 16 is the new boolean.
best regards
Patar
Technical Discussion » spiral a curve around another
- patar
- 280 posts
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Technical Discussion » spiral a curve around another
- patar
- 280 posts
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check out the image the coil doesnt exactly follow or curl around the guide curve…you can examine this especially when the amplitude is small….
who ever supply the method its not 100% correct…no need for complex math… simple high school math is enough its just sine and cosine …..
wheres my simple solution will always follow or curl around the guide curve..
who ever supply the method its not 100% correct…no need for complex math… simple high school math is enough its just sine and cosine …..
wheres my simple solution will always follow or curl around the guide curve..
Technical Discussion » spiral a curve around another
- patar
- 280 posts
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yours is creating a coil alright… but doesnt exactly twist around the guide curve..
oh well use what ever you like just trying to help…not to start a war..
best regards
Patar
oh well use what ever you like just trying to help…not to start a war..
best regards
Patar
Technical Discussion » spiral a curve around another
- patar
- 280 posts
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Technical Discussion » spiral a curve around another
- patar
- 280 posts
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Technical Discussion » selections ?
- patar
- 280 posts
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Technical Discussion » spiral a curve around another
- patar
- 280 posts
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Technical Discussion » spiral a curve around another
- patar
- 280 posts
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theres something wrong with the asset it doesnt work well…
check out the first image its created with your asset…as you can see it doesnt twist around the curve
check out the first image its created with your asset…as you can see it doesnt twist around the curve
Technical Discussion » Heightmap rendering with 'Bake Texture' in 16
- patar
- 280 posts
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Work in Progress » Volume Deform SOP
- patar
- 280 posts
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was itching to try
i tried to attach the hip file here but always failed so i uploaded it to mediafire
http://www.mediafire.com/file/nzdzah3cs1fnv4c/twistVolume.zip [www.mediafire.com]
best regards
Patar
i tried to attach the hip file here but always failed so i uploaded it to mediafire
http://www.mediafire.com/file/nzdzah3cs1fnv4c/twistVolume.zip [www.mediafire.com]
best regards
Patar
Work in Progress » Instant Meshes Bridge Sop
- patar
- 280 posts
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came a bit late, also its not the most beautiful implementation, but it works
this is my way to transfer color from a scanned object to the object with instantmesh applied with totally different uv and point number (it can also work with any other mesh as long its pretty much has the same form)
basicly my idea is to transfer those color from the texture map to point cloud and bake the point color on to the new uv
to get the final texture render the bake rop in the network the texture color should be in cf channel
would like to know if theres a way to improve the workflow…
best regards
Patar
this is my way to transfer color from a scanned object to the object with instantmesh applied with totally different uv and point number (it can also work with any other mesh as long its pretty much has the same form)
basicly my idea is to transfer those color from the texture map to point cloud and bake the point color on to the new uv
to get the final texture render the bake rop in the network the texture color should be in cf channel
would like to know if theres a way to improve the workflow…
best regards
Patar
Work in Progress » Glass Cutter HDA
- patar
- 280 posts
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Work in Progress » Instant Meshes Bridge Sop
- patar
- 280 posts
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Technical Discussion » Lag in Solver with Vex
- patar
- 280 posts
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Technical Discussion » deleting/killing particles by bounding box, but with threshold and/or falloff
- patar
- 280 posts
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on the vdb from polygon node exterior node was set to 1 world unit
also on the point vop
the distance is clamped to 0 to 1 adjust these 2 settings then you are good…
please note that distance below 0 is for inside the volume…
also on the point vop
the distance is clamped to 0 to 1 adjust these 2 settings then you are good…
please note that distance below 0 is for inside the volume…
Technical Discussion » deleting/killing particles by bounding box, but with threshold and/or falloff
- patar
- 280 posts
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Technical Discussion » deleting/killing particles by bounding box, but with threshold and/or falloff
- patar
- 280 posts
- Offline
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