Re: OT houdini questions

2015-02-05 Thread Gerbrand Nel

Thanks for the reply.
I almost always create nodes in the network window by pressing tab 
after dragging out a wire from my object.
It might be a wacom problem, now that I think about it, my pointer has 
been jumping all over my screen lately.

G

On 05/02/2015 11:50, Cristobal Infante wrote:

Hi Gerbrand,

What you need to realise is that the interactive behaviour of a node 
will depend on where you create it.


You can create nodes in the obj panel or on the viewport (with tab). I 
am guessing sometimes you are creating the copy in the viewport which 
asks you for a primitive.


Depending on what you are doing, you will be deciding where to create 
the nodes.


On 5 February 2015 at 09:23, Gerbrand Nel nagv...@gmail.com 
mailto:nagv...@gmail.com wrote:


Just another question:
sometimes when I create a copy node in the network view, it asks
me to select primitives and press enter.
Sometimes it doesn't.
Can someone shed some light on this behaviour?
Thanks
G






Re: OT houdini questions

2015-02-05 Thread Cristobal Infante
Hi Gerbrand,

What you need to realise is that the interactive behaviour of a node will
depend on where you create it.

You can create nodes in the obj panel or on the viewport (with tab). I am
guessing sometimes you are creating the copy in the viewport which asks you
for a primitive.

Depending on what you are doing, you will be deciding where to create the
nodes.

On 5 February 2015 at 09:23, Gerbrand Nel nagv...@gmail.com wrote:

 Just another question:
 sometimes when I create a copy node in the network view, it asks me to
 select primitives and press enter.
 Sometimes it doesn't.
 Can someone shed some light on this behaviour?
 Thanks
 G



Re: OT houdini questions

2015-02-05 Thread philipp seis
Hello Rob, hope you do well.

*It seems one cannot move/snap the pivot on the model itself, which seems
to be very counter intuitive...*
I'm on H14 and have a test Sphere. When i right click on the handle in
Object level, i can choose Pivot Mode (same as Insert as you mentioned).
When Point snapping is on it's showing me little dotties on
my Sphere's surface, which i can snap the pivot to.

i only found this:
http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopicp=86344sid=4690b3b606a7110b0958e302cd8a2827


Re: OT houdini questions

2015-02-05 Thread Gerbrand Nel

Just another question:
sometimes when I create a copy node in the network view, it asks me to 
select primitives and press enter.

Sometimes it doesn't.
Can someone shed some light on this behaviour?
Thanks
G


Re: OT houdini questions

2015-02-05 Thread Rob Wuijster
Can someone help out on a working snapping workflow in Houdini regarding 
the Insert and ' keys?


Temporarily moving the pivot for moving stuff around in space?
It seems one cannot move/snap the pivot on the model itself, which seems 
to be very counter intuitive...

Haven't found anything useful on the Interweb so far for H14

thanks!

Rob

\/-\/\/

On 5-2-2015 11:05, Gerbrand Nel wrote:

Thanks for the reply.
I almost always create nodes in the network window by pressing tab 
after dragging out a wire from my object.
It might be a wacom problem, now that I think about it, my pointer has 
been jumping all over my screen lately.

G

On 05/02/2015 11:50, Cristobal Infante wrote:

Hi Gerbrand,

What you need to realise is that the interactive behaviour of a 
node will depend on where you create it.


You can create nodes in the obj panel or on the viewport (with tab). 
I am guessing sometimes you are creating the copy in the viewport 
which asks you for a primitive.


Depending on what you are doing, you will be deciding where to create 
the nodes.


On 5 February 2015 at 09:23, Gerbrand Nel nagv...@gmail.com 
mailto:nagv...@gmail.com wrote:


Just another question:
sometimes when I create a copy node in the network view, it asks
me to select primitives and press enter.
Sometimes it doesn't.
Can someone shed some light on this behaviour?
Thanks
G




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Re: OT houdini questions

2015-02-02 Thread a...@andynicholas.com
 You might want to check out the Creep SOP in that case.


A


On 02 February 2015 at 12:27 Gerbrand Nel nagv...@gmail.com wrote:


 Thanks guys!!
  What I want out of a surface deformer is the UV control.
  It's different than a cage or lattice because it lets you slide/deform things
 based on uv data, and offset along normals
  I find it very useful to model things where allot of detail has to follow a
 certain shape.
  I modelled some running shoes in the beginning of the year, and all of the
 parts followed this one master nurbs surface.
  I'll look into the ray sop and lattice, but I think a surface deformer
 digital asset might need to be made :)
  One that works like soft.
  This way I can engine it into bloody maya if I ever need to go to that dark
 place again.
  G
 
  On 02/02/2015 12:45, philipp seis wrote:
 
Hi Gerbrand,
  
   from the top of my head i'd say, there should be a checkbox so that
  your curve
   won't get a surface.
   Then, here is a curve basics tutorial from peter quint:
   http://vimeo.com/40771484 http://vimeo.com/40771484
  
   I'd be interested in a deform by surface too. The Ray SOP gives a
  little bit of that
   behaviour out of the box, and the attribute transfer SOP as well, if
  match Point Position ( i guess that was the name) Checkbox is on. Those 2
  work on proximity.
   And finally you might want to try the Lattice SOP, which in Houdini is
  also customizable,
   ending up being very close to the cage deformer from Soft.
   And then, you could also add a Normal attribute to your SOP, with the
  point SOP, and create a VOPSOP in which you manipulate those. This might be
  the equivalent to an ICE closest point to location node.
   I'd consider myself a real houdini novice though, just trying to
  transfer my Softimage workflows, so please correct me if i'm wrong.
  
   I would like to add the question: How would you do a simple Object to
  Cluster Constraint ?
   So far i found only options that are uv based, like the rivet...
  
   best, Philipp
  
  
  
  
  
  
   2015-02-02 10:43 GMT+01:00 Gerbrand Nel nagv...@gmail.com
  mailto:nagv...@gmail.com :
   So 3 quick houdini questions if you don't mind:
 Why do I automatically get a surface on a closed curve?
 Can I kill it without killing the curve, or can I set it to never
   create?
 Is there something like deform by surface in soft for houdini?
 That is it for now :)
 Thanks
 G
  
  



Re: OT houdini questions

2015-02-02 Thread a...@andynicholas.com
 if you want to keep it open you have a node to do that called  “Ends” with
 “unroll”

Haha! Thanks! Learnt something new today :)
 A



On 02 February 2015 at 10:47 Jordi Bares Dominguez jordiba...@gmail.com wrote:


 
On 2 Feb 2015, at 09:43, Gerbrand Nel  nagv...@gmail.com
mailto:nagv...@gmail.com  wrote:
  
   So 3 quick houdini questions if you don't mind:
   Why do I automatically get a surface on a closed curve?
  

  Because you are closing it, if you want to keep it open you have a node to do
 that called  “Ends” with “unroll” if my memory is good.
 
 
Can I kill it without killing the curve, or can I set it to never
create”?
  

  yes by using the “Ends” node.
 
 
Is there something like deform by surface in soft for houdini?
  

  No by default but there are many free implementations in Orbolt.
 
  free
  http://www.orbolt.com/asset/animatrix::pathDeform::1.00
 http://www.orbolt.com/asset/animatrix::pathDeform::1.00
  http://www.orbolt.com/asset/Sadjad::JK_PathDeformer
 http://www.orbolt.com/asset/Sadjad::JK_PathDeformer
 
  commercial
  http://www.orbolt.com/asset/aswaab::soptools_pathdeform
 http://www.orbolt.com/asset/aswaab::soptools_pathdeform
 
  Also check all of these
  http://www.orbolt.com/user/8649497 http://www.orbolt.com/user/8649497
 
  This one also tripped me for a bit, Houdini basic toolset is too granular and
 you have to build some of standard XSI tools yourself which I hate doing, this
 should be in the software by default but luckily the community is
 super-helpful
 
 
  My suggestion for everybody trying Houdini is to to install the incredible
 collection of tools called qLib, this one are just critical if you want to use
 Houdini and have a good experience.
 
 
  https://www.facebook.com/qLibHoudini https://www.facebook.com/qLibHoudini
  https://github.com/qLab/qLib https://github.com/qLab/qLib
 
 
  My plan is to start creating XSI tools and add them to the qLib library so
 any Softimage user feels at home (as much as possible of course)
 
  hope this helps
  jb
 
 
 
That is it for now :)
   Thanks
   G
  




Re: OT houdini questions

2015-02-02 Thread philipp seis
Hi Gerbrand,

from the top of my head i'd say, there should be a checkbox so that your
curve
won't get a surface.
Then, here is a curve basics tutorial from peter quint:
http://vimeo.com/40771484

I'd be interested in a deform by surface too. The Ray SOP gives a little
bit of that
behaviour out of the box, and the attribute transfer SOP as well, if match
Point Position ( i guess that was the name) Checkbox is on. Those 2 work
on proximity.
And finally you might want to try the Lattice SOP, which in Houdini is also
customizable,
ending up being very close to the cage deformer from Soft.
And then, you could also add a Normal attribute to your SOP, with the
point SOP, and create a VOPSOP in which you manipulate those. This might be
the equivalent to an ICE closest point to location node.
I'd consider myself a real houdini novice though, just trying to transfer
my Softimage workflows, so please correct me if i'm wrong.

I would like to add the question: How would you do a simple Object to
Cluster Constraint ?
So far i found only options that are uv based, like the rivet...

best, Philipp


2015-02-02 10:43 GMT+01:00 Gerbrand Nel nagv...@gmail.com:

 So 3 quick houdini questions if you don't mind:
 Why do I automatically get a surface on a closed curve?
 Can I kill it without killing the curve, or can I set it to never create?
 Is there something like deform by surface in soft for houdini?
 That is it for now :)
 Thanks
 G



Re: OT houdini questions

2015-02-02 Thread a...@andynicholas.com
  Why do I automatically get a surface on a closed curve?


Houdini defines a closed curve as a polygon. As far as I know, there's no way to
get around this behaviour. It's never struck me as odd until now. Is it
preventing you from doing something? Or just an aesthetic issue?

 Is there something like deform by surface in soft for houdini?

Have a look at the Lattice SOP. It has two modes. One is for standard grid-like
lattice deformation, and the other uses a set of input points to deform the
first input.

A



On 02 February 2015 at 09:43 Gerbrand Nel nagv...@gmail.com wrote:

 So 3 quick houdini questions if you don't mind:
 Why do I automatically get a surface on a closed curve?
 Can I kill it without killing the curve, or can I set it to never create?
 Is there something like deform by surface in soft for houdini?
 That is it for now :)
 Thanks
 G


OT houdini questions

2015-02-02 Thread Gerbrand Nel

So 3 quick houdini questions if you don't mind:
Why do I automatically get a surface on a closed curve?
Can I kill it without killing the curve, or can I set it to never create?
Is there something like deform by surface in soft for houdini?
That is it for now :)
Thanks
G


Re: OT houdini questions

2015-02-02 Thread philipp seis
hey guys, i'd be super happy for any advice on an object to cluster
Constraint in H,
like i would use it for a dorrito

2015-02-02 15:38 GMT+01:00 Jordi Bares Dominguez jordiba...@gmail.com:

 And the Rivet SOP too

  On 2 Feb 2015, at 12:55, a...@andynicholas.com wrote:
 
  You might want to check out the Creep SOP in that case.
 
 
  A
 
 
  On 02 February 2015 at 12:27 Gerbrand Nel nagv...@gmail.com wrote:
 
 
  Thanks guys!!
  What I want out of a surface deformer is the UV control.
  It's different than a cage or lattice because it lets you slide/deform
 things
  based on uv data, and offset along normals
  I find it very useful to model things where allot of detail has to
 follow a
  certain shape.
  I modelled some running shoes in the beginning of the year, and all of
 the
  parts followed this one master nurbs surface.
  I'll look into the ray sop and lattice, but I think a surface deformer
  digital asset might need to be made :)
  One that works like soft.
  This way I can engine it into bloody maya if I ever need to go to
 that dark
  place again.
  G
 
  On 02/02/2015 12:45, philipp seis wrote:
 
  Hi Gerbrand,
 
  from the top of my head i'd say, there should be a checkbox so that
  your curve
  won't get a surface.
  Then, here is a curve basics tutorial from peter quint:
  http://vimeo.com/40771484 http://vimeo.com/40771484
 
  I'd be interested in a deform by surface too. The Ray SOP gives a
  little bit of that
  behaviour out of the box, and the attribute transfer SOP as well,
 if
  match Point Position ( i guess that was the name) Checkbox is on.
 Those 2
  work on proximity.
  And finally you might want to try the Lattice SOP, which in
 Houdini is
  also customizable,
  ending up being very close to the cage deformer from Soft.
  And then, you could also add a Normal attribute to your SOP,
 with the
  point SOP, and create a VOPSOP in which you manipulate those. This
 might be
  the equivalent to an ICE closest point to location node.
  I'd consider myself a real houdini novice though, just trying to
  transfer my Softimage workflows, so please correct me if i'm wrong.
 
  I would like to add the question: How would you do a simple
 Object to
  Cluster Constraint ?
  So far i found only options that are uv based, like the rivet...
 
  best, Philipp
 
 
 
 
 
 
  2015-02-02 10:43 GMT+01:00 Gerbrand Nel nagv...@gmail.com
  mailto:nagv...@gmail.com :
  So 3 quick houdini questions if you don't mind:
   Why do I automatically get a surface on a closed curve?
   Can I kill it without killing the curve, or can I set it to
 never
  create?
   Is there something like deform by surface in soft for houdini?
   That is it for now :)
   Thanks
   G
 
 
 





Re: OT houdini questions

2015-02-02 Thread Jordi Bares Dominguez
And the Rivet SOP too

 On 2 Feb 2015, at 12:55, a...@andynicholas.com wrote:
 
 You might want to check out the Creep SOP in that case.
 
 
 A
 
 
 On 02 February 2015 at 12:27 Gerbrand Nel nagv...@gmail.com wrote:
 
 
 Thanks guys!!
 What I want out of a surface deformer is the UV control.
 It's different than a cage or lattice because it lets you slide/deform things
 based on uv data, and offset along normals
 I find it very useful to model things where allot of detail has to follow a
 certain shape.
 I modelled some running shoes in the beginning of the year, and all of the
 parts followed this one master nurbs surface.
 I'll look into the ray sop and lattice, but I think a surface deformer
 digital asset might need to be made :)
 One that works like soft.
 This way I can engine it into bloody maya if I ever need to go to that dark
 place again.
 G
 
 On 02/02/2015 12:45, philipp seis wrote:
 
 Hi Gerbrand,
 
 from the top of my head i'd say, there should be a checkbox so that
 your curve
 won't get a surface.
 Then, here is a curve basics tutorial from peter quint:
 http://vimeo.com/40771484 http://vimeo.com/40771484
 
 I'd be interested in a deform by surface too. The Ray SOP gives a
 little bit of that
 behaviour out of the box, and the attribute transfer SOP as well, if
 match Point Position ( i guess that was the name) Checkbox is on. Those 2
 work on proximity.
 And finally you might want to try the Lattice SOP, which in Houdini is
 also customizable,
 ending up being very close to the cage deformer from Soft.
 And then, you could also add a Normal attribute to your SOP, with the
 point SOP, and create a VOPSOP in which you manipulate those. This might be
 the equivalent to an ICE closest point to location node.
 I'd consider myself a real houdini novice though, just trying to
 transfer my Softimage workflows, so please correct me if i'm wrong.
 
 I would like to add the question: How would you do a simple Object to
 Cluster Constraint ?
 So far i found only options that are uv based, like the rivet...
 
 best, Philipp
 
 
 
 
 
 
 2015-02-02 10:43 GMT+01:00 Gerbrand Nel nagv...@gmail.com
 mailto:nagv...@gmail.com :
 So 3 quick houdini questions if you don't mind:
  Why do I automatically get a surface on a closed curve?
  Can I kill it without killing the curve, or can I set it to never
 create?
  Is there something like deform by surface in soft for houdini?
  That is it for now :)
  Thanks
  G
 
 
 




Re: OT houdini questions

2015-02-02 Thread Christopher Crouzet
Disclaimer: I'm a total beginner and there's most likely better/easier ways
to do it.

If you want to constrain your object to a single point, one way would be to
create an expression on each of the translate channels of your object and
use the `point` function, such as: `point(/obj/path_to_geometry,
point_number, P, index)` where `index` is 0 for the position X, 1 for the
position Y and 2 for the position Z.

If you want your object to snap to an actual group of points, then the idea
that I've got is slightly more involved.
Basically, you'd need to put your points into a group and create an
`AttribWrangle` in which you'd loop over the points in the group and return
an average position.
Here's a working VEX snippet:

vector @clusterPosition = {0, 0, 0};

int count = 0;
int ptnum;
vector P;
int handle = pcopen(@OpInput1, P, {0, 0, 0}, 1e6, int(1e6));
while (pciterate(handle)) {
pcimport(handle, P, P);
pcimport(handle, point.number, ptnum);
if (inpointgroup(@OpInput1, group_name, ptnum)) {
@clusterPosition += P;
count++;
}
}

if (count  0) {
@clusterPosition /= count;
}


Note that the `pcopen` function creates a point cloud with a K-D tree, so
it's really overkilled here. I'll be looking forward a better answer to
that one! :)

Also both solution will match only the position. To also match the
orientation, you might want to use the attributes created by `PolyFrame`.


On 2 February 2015 at 22:01, philipp seis dpi...@gmail.com wrote:

 hey guys, i'd be super happy for any advice on an object to cluster
 Constraint in H,
 like i would use it for a dorrito

 2015-02-02 15:38 GMT+01:00 Jordi Bares Dominguez jordiba...@gmail.com:

 And the Rivet SOP too

  On 2 Feb 2015, at 12:55, a...@andynicholas.com wrote:
 
  You might want to check out the Creep SOP in that case.
 
 
  A
 
 
  On 02 February 2015 at 12:27 Gerbrand Nel nagv...@gmail.com wrote:
 
 
  Thanks guys!!
  What I want out of a surface deformer is the UV control.
  It's different than a cage or lattice because it lets you slide/deform
 things
  based on uv data, and offset along normals
  I find it very useful to model things where allot of detail has to
 follow a
  certain shape.
  I modelled some running shoes in the beginning of the year, and all of
 the
  parts followed this one master nurbs surface.
  I'll look into the ray sop and lattice, but I think a surface deformer
  digital asset might need to be made :)
  One that works like soft.
  This way I can engine it into bloody maya if I ever need to go to
 that dark
  place again.
  G
 
  On 02/02/2015 12:45, philipp seis wrote:
 
  Hi Gerbrand,
 
  from the top of my head i'd say, there should be a checkbox so
 that
  your curve
  won't get a surface.
  Then, here is a curve basics tutorial from peter quint:
  http://vimeo.com/40771484 http://vimeo.com/40771484
 
  I'd be interested in a deform by surface too. The Ray SOP gives a
  little bit of that
  behaviour out of the box, and the attribute transfer SOP as well,
 if
  match Point Position ( i guess that was the name) Checkbox is on.
 Those 2
  work on proximity.
  And finally you might want to try the Lattice SOP, which in
 Houdini is
  also customizable,
  ending up being very close to the cage deformer from Soft.
  And then, you could also add a Normal attribute to your SOP,
 with the
  point SOP, and create a VOPSOP in which you manipulate those. This
 might be
  the equivalent to an ICE closest point to location node.
  I'd consider myself a real houdini novice though, just trying to
  transfer my Softimage workflows, so please correct me if i'm wrong.
 
  I would like to add the question: How would you do a simple
 Object to
  Cluster Constraint ?
  So far i found only options that are uv based, like the rivet...
 
  best, Philipp
 
 
 
 
 
 
  2015-02-02 10:43 GMT+01:00 Gerbrand Nel nagv...@gmail.com
  mailto:nagv...@gmail.com :
  So 3 quick houdini questions if you don't mind:
   Why do I automatically get a surface on a closed curve?
   Can I kill it without killing the curve, or can I set it to
 never
  create?
   Is there something like deform by surface in soft for houdini?
   That is it for now :)
   Thanks
   G
 
 
 






-- 
Christopher Crouzet
*http://christophercrouzet.com* http://christophercrouzet.com


Re: OT houdini questions

2015-02-02 Thread Jordi Bares Dominguez
Have a look at Sticky SOP, may be the thing you are looking after (plus you 
have blending via UVs which is very interesting.

jb

 On 2 Feb 2015, at 15:58, Christopher Crouzet christopher.crou...@gmail.com 
 wrote:
 
 Disclaimer: I'm a total beginner and there's most likely better/easier ways 
 to do it.
 
 If you want to constrain your object to a single point, one way would be to 
 create an expression on each of the translate channels of your object and use 
 the `point` function, such as: `point(/obj/path_to_geometry, point_number, 
 P, index)` where `index` is 0 for the position X, 1 for the position Y and 
 2 for the position Z.
 
 If you want your object to snap to an actual group of points, then the idea 
 that I've got is slightly more involved.
 Basically, you'd need to put your points into a group and create an 
 `AttribWrangle` in which you'd loop over the points in the group and return 
 an average position.
 Here's a working VEX snippet:
 
 vector @clusterPosition = {0, 0, 0};
 
 int count = 0;
 int ptnum;
 vector P;
 int handle = pcopen(@OpInput1, P, {0, 0, 0}, 1e6, int(1e6));
 while (pciterate(handle)) {
 pcimport(handle, P, P);
 pcimport(handle, point.number, ptnum);
 if (inpointgroup(@OpInput1, group_name, ptnum)) {
 @clusterPosition += P;
 count++;
 }
 }
 
 if (count  0) {
 @clusterPosition /= count;
 }
 
 Note that the `pcopen` function creates a point cloud with a K-D tree, so 
 it's really overkilled here. I'll be looking forward a better answer to that 
 one! :)
 
 Also both solution will match only the position. To also match the 
 orientation, you might want to use the attributes created by `PolyFrame`.
 
 
 On 2 February 2015 at 22:01, philipp seis dpi...@gmail.com 
 mailto:dpi...@gmail.com wrote:
 hey guys, i'd be super happy for any advice on an object to cluster 
 Constraint in H,
 like i would use it for a dorrito
 
 2015-02-02 15:38 GMT+01:00 Jordi Bares Dominguez jordiba...@gmail.com 
 mailto:jordiba...@gmail.com:
 And the Rivet SOP too
 
  On 2 Feb 2015, at 12:55, a...@andynicholas.com 
  mailto:a...@andynicholas.com wrote:
 
  You might want to check out the Creep SOP in that case.
 
 
  A
 
 
  On 02 February 2015 at 12:27 Gerbrand Nel nagv...@gmail.com 
  mailto:nagv...@gmail.com wrote:
 
 
  Thanks guys!!
  What I want out of a surface deformer is the UV control.
  It's different than a cage or lattice because it lets you slide/deform 
  things
  based on uv data, and offset along normals
  I find it very useful to model things where allot of detail has to follow a
  certain shape.
  I modelled some running shoes in the beginning of the year, and all of the
  parts followed this one master nurbs surface.
  I'll look into the ray sop and lattice, but I think a surface deformer
  digital asset might need to be made :)
  One that works like soft.
  This way I can engine it into bloody maya if I ever need to go to that 
  dark
  place again.
  G
 
  On 02/02/2015 12:45, philipp seis wrote:
 
  Hi Gerbrand,
 
  from the top of my head i'd say, there should be a checkbox so that
  your curve
  won't get a surface.
  Then, here is a curve basics tutorial from peter quint:
  http://vimeo.com/40771484 http://vimeo.com/40771484 
  http://vimeo.com/40771484 http://vimeo.com/40771484
 
  I'd be interested in a deform by surface too. The Ray SOP gives a
  little bit of that
  behaviour out of the box, and the attribute transfer SOP as well, if
  match Point Position ( i guess that was the name) Checkbox is on. Those 
  2
  work on proximity.
  And finally you might want to try the Lattice SOP, which in Houdini is
  also customizable,
  ending up being very close to the cage deformer from Soft.
  And then, you could also add a Normal attribute to your SOP, with 
  the
  point SOP, and create a VOPSOP in which you manipulate those. This might 
  be
  the equivalent to an ICE closest point to location node.
  I'd consider myself a real houdini novice though, just trying to
  transfer my Softimage workflows, so please correct me if i'm wrong.
 
  I would like to add the question: How would you do a simple Object to
  Cluster Constraint ?
  So far i found only options that are uv based, like the rivet...
 
  best, Philipp
 
 
 
 
 
 
  2015-02-02 10:43 GMT+01:00 Gerbrand Nel nagv...@gmail.com 
  mailto:nagv...@gmail.com
  mailto:nagv...@gmail.com mailto:nagv...@gmail.com :
  So 3 quick houdini questions if you don't mind:
   Why do I automatically get a surface on a closed curve?
   Can I kill it without killing the curve, or can I set it to never
  create?
   Is there something like deform by surface in soft for houdini?
   That is it for now :)
   Thanks
   G
 
 
 
 
 
 
 
 
 
 -- 
 Christopher Crouzet
 http://christophercrouzet.com http://christophercrouzet.com/
 



Re: OT houdini questions

2015-02-02 Thread philipp seis
Thanks for sharing the VEX snippet :)
I've totally missed out on that point function.

I'll check Sticky as well.

have a nice evening !




2015-02-02 17:33 GMT+01:00 Jordi Bares Dominguez jordiba...@gmail.com:

 Have a look at Sticky SOP, may be the thing you are looking after (plus
 you have blending via UVs which is very interesting.

 jb

 On 2 Feb 2015, at 15:58, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:

 Disclaimer: I'm a total beginner and there's most likely better/easier
 ways to do it.

 If you want to constrain your object to a single point, one way would be
 to create an expression on each of the translate channels of your object
 and use the `point` function, such as: `point(/obj/path_to_geometry,
 point_number, P, index)` where `index` is 0 for the position X, 1 for the
 position Y and 2 for the position Z.

 If you want your object to snap to an actual group of points, then the
 idea that I've got is slightly more involved.
 Basically, you'd need to put your points into a group and create an
 `AttribWrangle` in which you'd loop over the points in the group and return
 an average position.
 Here's a working VEX snippet:

 vector @clusterPosition = {0, 0, 0};

 int count = 0;
 int ptnum;
 vector P;
 int handle = pcopen(@OpInput1, P, {0, 0, 0}, 1e6, int(1e6));
 while (pciterate(handle)) {
 pcimport(handle, P, P);
 pcimport(handle, point.number, ptnum);
 if (inpointgroup(@OpInput1, group_name, ptnum)) {
 @clusterPosition += P;
 count++;
 }
 }

 if (count  0) {
 @clusterPosition /= count;
 }


 Note that the `pcopen` function creates a point cloud with a K-D tree, so
 it's really overkilled here. I'll be looking forward a better answer to
 that one! :)

 Also both solution will match only the position. To also match the
 orientation, you might want to use the attributes created by `PolyFrame`.


 On 2 February 2015 at 22:01, philipp seis dpi...@gmail.com wrote:

 hey guys, i'd be super happy for any advice on an object to cluster
 Constraint in H,
 like i would use it for a dorrito

 2015-02-02 15:38 GMT+01:00 Jordi Bares Dominguez jordiba...@gmail.com:

 And the Rivet SOP too

  On 2 Feb 2015, at 12:55, a...@andynicholas.com wrote:
 
  You might want to check out the Creep SOP in that case.
 
 
  A
 
 
  On 02 February 2015 at 12:27 Gerbrand Nel nagv...@gmail.com wrote:
 
 
  Thanks guys!!
  What I want out of a surface deformer is the UV control.
  It's different than a cage or lattice because it lets you
 slide/deform things
  based on uv data, and offset along normals
  I find it very useful to model things where allot of detail has to
 follow a
  certain shape.
  I modelled some running shoes in the beginning of the year, and all
 of the
  parts followed this one master nurbs surface.
  I'll look into the ray sop and lattice, but I think a surface deformer
  digital asset might need to be made :)
  One that works like soft.
  This way I can engine it into bloody maya if I ever need to go to
 that dark
  place again.
  G
 
  On 02/02/2015 12:45, philipp seis wrote:
 
  Hi Gerbrand,
 
  from the top of my head i'd say, there should be a checkbox so
 that
  your curve
  won't get a surface.
  Then, here is a curve basics tutorial from peter quint:
  http://vimeo.com/40771484 http://vimeo.com/40771484
 
  I'd be interested in a deform by surface too. The Ray SOP gives a
  little bit of that
  behaviour out of the box, and the attribute transfer SOP as
 well, if
  match Point Position ( i guess that was the name) Checkbox is on.
 Those 2
  work on proximity.
  And finally you might want to try the Lattice SOP, which in
 Houdini is
  also customizable,
  ending up being very close to the cage deformer from Soft.
  And then, you could also add a Normal attribute to your SOP,
 with the
  point SOP, and create a VOPSOP in which you manipulate those. This
 might be
  the equivalent to an ICE closest point to location node.
  I'd consider myself a real houdini novice though, just trying to
  transfer my Softimage workflows, so please correct me if i'm wrong.
 
  I would like to add the question: How would you do a simple
 Object to
  Cluster Constraint ?
  So far i found only options that are uv based, like the
 rivet...
 
  best, Philipp
 
 
 
 
 
 
  2015-02-02 10:43 GMT+01:00 Gerbrand Nel nagv...@gmail.com
  mailto:nagv...@gmail.com :
  So 3 quick houdini questions if you don't mind:
   Why do I automatically get a surface on a closed curve?
   Can I kill it without killing the curve, or can I set it to
 never
  create?
   Is there something like deform by surface in soft for
 houdini?
   That is it for now :)
   Thanks
   G
 
 
 






 --
 Christopher Crouzet
 *http://christophercrouzet.com* http://christophercrouzet.com/