thank you for the amazing tutorial, if you put resample before fuse and polypath you will have the original curveu and you don't need to bypass polypath.
Having an issue with groupexpression node. Using houdini 19. Getting an error when entering: rand(@elemnum), chi('rand')) < 0.3 Error Invalid source /obj/testgeometry_templatehead1/groupexpression1/attribvop1 Error: Error in VOP 'snippet1'. Warning: Errors or warnings encountered during VEX compile: /obj/testgeometry_templatehead1/groupexpression1/attribvop1/snippet1: Syntax error, unexpected ',', expecting ';'. (2,44). Error: Vex error: Unable to load shader 'op:/obj/testgeometry_templatehead1/groupexpression1/attribvop1'. Thanks for any help.
@@KonstantinMagnus soooo, that seems to do the trick but I have two other weird issues, haha. First, when I add the tet embed node I can no longer see the wireframe of my mesh and second, when I add the find shortest path node I can not see the names of the group expression in the drop down. Any ideas why? Thanks!
Hey Konstantin! great video! I have a question regarding meshing - I want to have the animation grow from the start to the end points, and ideally I would like to do this with a carve node after the fused lines, but this is where I run into a problem. I want to avoid using the VDB meshing setup you showed in the video because I want the paths to move and don't want to deal with a constantly changing prim count, so I am left with either the sweep node or polywire (maybe there is another node?). The problem is when I use the carve with a polypath and sweep node for example, the animation does not start at the root group, but rather, the start of the line. If I disable the polypath, the setup optically looks correct, but the sweep node stacks a ton of geometry on top of each other, and I want to avoid this as well. Esentially, how can I have an animated mesh that grows along the lines? Sorry for the long comment, I hope I am making sense :) Thanks again for the great video!
Hi Kyle, I would probably create the entire mesh, add a surface distance attribute starting from the root and reveal the mesh along the distance. That way you have consistent primitive numbers and a consistent topology.
@@KonstantinMagnus gotcha, how would I get the surface distance attribute to actually effect the scale of the mesh? Is there a SOP node? Or am I just tweaking P values in a wrangle? Thank you for the help on this by the way, I really appreciate it :)
This was amazing, thank you very much for this. One question I would ask about Shortest Path is how can you animate the individual branch structures to move like branches or tentacles?
Fantastic tut. I've been knee-deep in Find Shortest Path stuff for the last week and this was a fresh new approach that has taught me a lot!
Thank you, there is still probably a lot more to discover with this node.
thank you for the amazing tutorial, if you put resample before fuse and polypath you will have the original curveu and you don't need to bypass polypath.
This is fantastic! Thank you so much for such a detailed tutorial Konstantin!
OMG your channel is like, magic. I can understand every step and I can flow.Thank you!
Not what I was looking for, but watched the whole thing anyway cos it was so cool XD
Amazing. Thank you so much for this video. Really made a lot of things click for me.
Awesome! Thanks for sharing it.
Golden information!! Thanks!
Impressive, thank you
Man, I learned so much from this video. Awesome stuff.
Thank you Chris! You might also enjoy the more boring looking stuff on my channel then.
This is amazing, thank you for the tutorial!
Excellent tut , thank you for sharing the knowledge.
Outstanding tutorial, Thank you sir!
awesome tutorial !! Thank you so much!
super good tutorial! Thanks for this!
Wow, great tutorial and amazing look it gives! : )
Brilliant tutorial mate
awesome! Thank you for making such a brilliant and succinct tutorial.
labs polyreduce node is great if you just want to do just that instead of the remesh node!
Kick ass tutorial. Thanks :)
Great tutorial, thank you!
Thanks
Thank you for the lesson! It was cool)
very nice
awesome, subscribed!
Interesting script! Beginner here, how can I show it growing? As I click on the play button down below on houdini it seems static. What should I do ?
Good job!
Amazing
Спасибо!
не́ за что!
why do I get a dotted line when I try to connect the 'Line' to the 'Distance from geometry' node?
it´s easy to animate with the carve node
Having an issue with groupexpression node. Using houdini 19.
Getting an error when entering: rand(@elemnum), chi('rand')) < 0.3
Error
Invalid source /obj/testgeometry_templatehead1/groupexpression1/attribvop1
Error: Error in VOP 'snippet1'.
Warning: Errors or warnings encountered during VEX compile:
/obj/testgeometry_templatehead1/groupexpression1/attribvop1/snippet1: Syntax error, unexpected ',', expecting ';'. (2,44).
Error: Vex error: Unable to load shader 'op:/obj/testgeometry_templatehead1/groupexpression1/attribvop1'.
Thanks for any help.
Mind the bracketing: rand(@elemnum, chi('seed')) < 0.3
Is this node using all threads? It's a bit slow for more complex problems. This should run on the gpu ideally. Do you think that is possible?
Hi Philip, it seems possible in OpenCL. In many cases I'd rather optimize the mesh or network in advance, though.
Thanks for the tutorial! I have an issue though. When I use the Group Expression and enter v@P.y
Hi Ashly,
make sure to type the number one instead of the letter "I". It's 1e-2
You can also just enter: 0.01
@@KonstantinMagnus Thanks you!
@@KonstantinMagnus soooo, that seems to do the trick but I have two other weird issues, haha. First, when I add the tet embed node I can no longer see the wireframe of my mesh and second, when I add the find shortest path node I can not see the names of the group expression in the drop down. Any ideas why? Thanks!
Hey Konstantin! great video! I have a question regarding meshing - I want to have the animation grow from the start to the end points, and ideally I would like to do this with a carve node after the fused lines, but this is where I run into a problem. I want to avoid using the VDB meshing setup you showed in the video because I want the paths to move and don't want to deal with a constantly changing prim count, so I am left with either the sweep node or polywire (maybe there is another node?). The problem is when I use the carve with a polypath and sweep node for example, the animation does not start at the root group, but rather, the start of the line. If I disable the polypath, the setup optically looks correct, but the sweep node stacks a ton of geometry on top of each other, and I want to avoid this as well. Esentially, how can I have an animated mesh that grows along the lines? Sorry for the long comment, I hope I am making sense :)
Thanks again for the great video!
Hi Kyle, I would probably create the entire mesh, add a surface distance attribute starting from the root and reveal the mesh along the distance. That way you have consistent primitive numbers and a consistent topology.
@@KonstantinMagnus gotcha, how would I get the surface distance attribute to actually effect the scale of the mesh? Is there a SOP node? Or am I just tweaking P values in a wrangle? Thank you for the help on this by the way, I really appreciate it :)
@@kkeerr I don't think there is a SOP node for that. This probably needs a custom procedure.
@@KonstantinMagnus gotcha, thank you for the help!
This was amazing, thank you very much for this. One question I would ask about Shortest Path is how can you animate the individual branch structures to move like branches or tentacles?
Hi Miles, you could look into Vellum hair simulations or KineFX for that.
Okay this took me a while, but: Are you a fan of the band Gojira by any chance? :D
Hi! No this is coincidence, in Houdini I just have very little models to choose from.
@@KonstantinMagnus alright :D Because it strongly resembles an album cover (L'enfant sauvage).
@@ironscavenger Yes, I figured that by searching images. Btw. I love your mechanic videos!
@@KonstantinMagnus thank you! :)
Awesome tutorial, thanks for sharing!!