Re: OT houdini questions
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
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
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
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
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 No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2015.0.5646 / Virus Database: 4281/9056 - Release Date: 02/04/15
Re: OT houdini questions
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
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
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
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
Re: OT houdini questions
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
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
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
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
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/