Another method is to use the boolean seam option to generate a curve at each intersection of the grid and the collision mesh. then use a triangulate 2d node to generate a convex hull from those intersection curves. This bypasses the need for the remesh and ray step you're doing. That's what I ended up doing in my method. Nice approach though
thank you for this amazing tutorial, which i couldn't find anywhere else. it is really nice, for i was trying to use 3ds max to achieve this wrapping effect but in vain.
On top of the right hand bar of the viewport there's options to turn the lights on and off, signified by various light bulbs. There's also a grid button there that will get rid of the grid view for you.
Thanks for the awesome tut, you have a very good way of teaching. Houd continues to amaze me, quite new coming to it but I always find myself audibly going "whoa" when seeing stuff like this :D
In the sweep is a setting to set the twist per unit distance. It is a drop down menu. Also SideFX Labs has a rope tool which I help making, it is worth checking out
Great tutorial! Is it possible to ask how you got the tube that you used in the sweep to be a braided rope? I know how to make the rope, but how do you get the rope to deform to your prim setup?
Thanks! With the new sweep of houdini 18 you can easily make different styles, like this video here should help th-cam.com/video/RCux_9B6ua8/w-d-xo.html
You can do a check first which branches/models will be influenced by the rope. On twitter posted also an updated version mobile.twitter.com/simon_houdini/status/1242509125705175042
Simon, thank you very much!!! Such intelligent, "simple", logical & efficient setup without overcomplicating it with VEX. Thank you!!!
yes I always get lost in those complicated tutorials with VEX.
learn alot quick and easy. Thank you
Thank You very much, Simon!
Thank you for this tutorial, I’ve learn new nodes!
Another method is to use the boolean seam option to generate a curve at each intersection of the grid and the collision mesh. then use a triangulate 2d node to generate a convex hull from those intersection curves. This bypasses the need for the remesh and ray step you're doing. That's what I ended up doing in my method. Nice approach though
boolean is slower to process I think, but still a viable solution
@@desocrate It is faster than a ray step and remesh by a long shot. Fewer nodes too.
thank you for this amazing tutorial, which i couldn't find anywhere else. it is really nice, for i was trying to use 3ds max to achieve this wrapping effect but in vain.
I hope you can make a series of generating procedural houses even the basics without using the labs. really appreciate your page specially this one.
hey! any chance u could make u tutorial fro the branches?
thanks for the tutorial, how do i make my viewport look like yours (without the grid and lighting etc)
On top of the right hand bar of the viewport there's options to turn the lights on and off, signified by various light bulbs. There's also a grid button there that will get rid of the grid view for you.
Amazing !!
incredible useful. thank you very much for the breakdown Simon!
Thanks for the awesome tut, you have a very good way of teaching. Houd continues to amaze me, quite new coming to it but I always find myself audibly going "whoa" when seeing stuff like this :D
Awesome tutorial, cool idea :)
Amazing! Question, how do you keep the density of the rope twists even as it spreads out?
In the sweep is a setting to set the twist per unit distance. It is a drop down menu.
Also SideFX Labs has a rope tool which I help making, it is worth checking out
@@simonhoudini5074 amazing! Thank you so much!
Simple and effective, love it
Awesome!
Man ! you should create a Modeling Course
Great tutorial! Is it possible to ask how you got the tube that you used in the sweep to be a braided rope? I know how to make the rope, but how do you get the rope to deform to your prim setup?
Thanks! With the new sweep of houdini 18 you can easily make different styles, like this video here should help th-cam.com/video/RCux_9B6ua8/w-d-xo.html
Thank you so much !!!!
Effective - Thanks!
Thanks 👍
hmm i wander how to make it not go partialy around the branch when it should go straight to the other brach.
You can do a check first which branches/models will be influenced by the rope.
On twitter posted also an updated version
mobile.twitter.com/simon_houdini/status/1242509125705175042
Thanks
Nice! Thanks.
Thank you for this tut! Is this works with 17.5? Can't find Surface Option in Sweep node(
Houdini 18 has a new and better sweep node.
But you can still have some results with Houdini17.5
@@simonhoudini5074 ok, thank you, Im still begginer so will try :)
How do you get 3 tube primitives in one single geo node...I cant rotate them if i try the same
th-cam.com/video/RCux_9B6ua8/w-d-xo.html
...Use insert curve mesh in Zbrush. That's way more better.
Thx!
WoW
Hi Simon, Im very new to this software.
My ropes overlap the tubes,
is there any way I can avoid that?
use peak tool after shrink wrap
So, how do we get to the very start of the video? Im brand new to houdini and am completely at a loss for how to get to that point.
Thanks