Understanding Lines, Curves and Edges in Houdini 19

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  • Опубліковано 25 жов 2024

КОМЕНТАРІ • 20

  • @xrossfader
    @xrossfader 2 роки тому +8

    So many people go right into simulation when we completely miss out on how to do basic 3D functions in Houdini. This knowledge is so important to learning how to walk. Thank you so much!

    • @KZLR
      @KZLR 2 роки тому +1

      Guilty lol, I realized it eventually.

  • @maxie6990
    @maxie6990 2 роки тому

    this is such an important bridge between coder and designer! The ones build Houdini didnt even think how to explain these things for us designer to understand Houdini
    Thank you

  • @avinashlobo
    @avinashlobo 2 роки тому +5

    For your 2nd example, your point count gets messy because your Curve is Bezier, while your Circle is Polygons. If you drop down a Convert node after your Curve, it will convert it to polygons, and you will get the control over the point counts as you expect.

  • @avinashlobo
    @avinashlobo 2 роки тому +4

    For your Sweep example, you don't have the normals aligned to the curve, so the Sweep gets confused. Drop an Orientation Along Curve node before the Sweep, and you should be good to go.

  • @aboldmule
    @aboldmule 2 роки тому +2

    Thank you. In 1:12 about, in order to extrude a line you need to go to check transform extruded front, select global and transform along x,y or z. You don't need to move any points.

    • @tomklejne3916
      @tomklejne3916  2 роки тому +2

      Good tip!
      I use that quite a bit actually!, it's scene dependent based on your orientation of your working object so I usually avoid teaching it not knowing what angle everyone is working on, but in this case 100% better option! definitely good to mention it!
      Thank you :)

  • @dejavu6591
    @dejavu6591 2 роки тому

    The sweep node need normal to work. You can use plolyframe to calculate point normal before sweep.

  • @avinashlobo
    @avinashlobo 2 роки тому +4

    For your first example, It's not that the extrude doesn't work, it's that it works based on the existing normals on your geometry. Since geo created with the Line node does not have any, nothing happens. Rather than pre-transforming points, which results in loss of accuracy, you should create the normal (N) attribute before the extrude, and set it to the direction you want to extrude.

    • @dejavu6591
      @dejavu6591 2 роки тому

      Right. Many problems are related to normal. And you need set extrusion mode as point nomal with existing in polyextrude node.

  • @superbaran9042
    @superbaran9042 2 роки тому

    Video taught me what to do, comments taught me how to do those things correctly.
    Personally, I would re-do the video, it has some serious flaws that comments clearly pointed out.

  • @dj_multiple_one
    @dj_multiple_one 2 роки тому

    absolutely thanks!!!!

  • @TomCushwa
    @TomCushwa 2 роки тому

    join sop looks interesting

  • @OnkAnCa64
    @OnkAnCa64 2 роки тому

    thanks for this demonstration

  • @KarelChytilArt
    @KarelChytilArt 2 роки тому

    Thank you

  • @birdaid5242
    @birdaid5242 2 роки тому

    Thank you for the Tips I wanted to ask if you know how to intersect splines line cutting a spline with another spline? thank you!

    • @tomklejne3916
      @tomklejne3916  2 роки тому +1

      That's something I'm not sure how to do, I'll keep an eye out to ideas to might allow this to happen.
      That's a good question to ask!

  • @6rilllir6
    @6rilllir6 2 роки тому

    Thanks for sharing your journey on Houdini.
    Nice effort, but it seems you don't really know the reasons you need to use fixes to achieve you extrudes and sweeps.
    I can't explain it all in a comment, but you should learn about normals, and also different types of curves (nurbs,polygonal...)
    That way, you wouldn't blame the software when there's actually no problems.
    I know Houdini is a different beast from max/maya/c4d.. It's approach is a little different when it comes to core elements, there's vertex but there's also points, and an edge is a primitive etc..
    It's confusing at first, but powerful in the end. I went through the struggle myself, and I can see you're not there yet :)
    I don't mean to be harsh, please don't take it bad. English isn't my first language so...

    • @tomklejne3916
      @tomklejne3916  2 роки тому +2

      I don't mind as I can take criticism! It useful.
      I do understand normals quite well and different line types such as Bezier, NURBS, et. If I'm able to communicate it well across my tutorials could be a different story.
      Its easy to confuse my understanding with my ability to communicate it.
      But as Einstein once said, "If you can't explain it simply, you don't understand it well enough."
      There's more Sciencing I need to do on my lines for sure, to see how each type behaves under each situation, manually adjusting normals in a controlled fashion. Ect I do have gaps in knowledge that this exercise would probably help with.
      My intent wasn't so much to blame Houdini even though It did come out that way a bit, I love working in Houdini hence the tutorials ;),It was more teach to people that may be coming from Maya or Max and don't really need to understand why it works this way but what to do to solve it.
      For example I get that Houdini won't guess which direction to extrude a line if the normals aren't defined in a specific direction unlike other applications, that's what makes it challenging to learn but also it gets is power this way since you are in full control of all these aspects and it won't do weird things because its trying to guess what you want.

  • @audioaisle
    @audioaisle 2 роки тому +1

    90% entirely unnecessary cursor movement.