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_forum&Itemid=172&page=viewtopic&p=86344&sid=4690b3b606a7110b0958e302cd8a2827


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 > 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

2015-02-05 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 > 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  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 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

2015-02-02 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 :

> 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  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 :
>>
>>> 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  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 
>>> >>>
>>> >>> 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 >> >>>  >:
>>> >> 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 t

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  
> 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  > 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  >:
> 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  > > 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  
> >>> >
> >>>
> >>> 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  >>> 
> >>> > >:
> >> 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 houdi

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  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 :
>
>> 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  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 
>> >>>
>> >>> 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 > >>>  >:
>> >> 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* 


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 :

> 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  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 
> >>>
> >>> 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  >>>  >:
> >> 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  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 
>>> 
>>> 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 >>  >:
>> 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
 You might want to check out the Creep SOP in that case.


A


On 02 February 2015 at 12:27 Gerbrand Nel  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 
> > 
> >  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  >  >:
> >   > > > 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 Gerbrand Nel

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

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 >:


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  wrote:


> 
>  > > On 2 Feb 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?
> > 
> >  > 
>  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/Sadjad::JK_PathDeformer
> 
> 
>  commercial
>  http://www.orbolt.com/asset/aswaab::soptools_pathdeform
> 
> 
>  Also check all of these
>  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://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 Jordi Bares Dominguez

> On 2 Feb 2015, at 09:43, Gerbrand Nel  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/Sadjad::JK_PathDeformer

commercial
http://www.orbolt.com/asset/aswaab::soptools_pathdeform

Also check all of these
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://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 :

> 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  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