ICE gurus assemble!
Re: ICE gurus assemble!
all points are there, next is the polygon index array for the Create Topo Node
softimage resources section updated Jan 5th 2024
Re: ICE gurus assemble!
Cool, now the bevel of the object on top is visible.
Maybe you could build an array or something, that rotates each "Build One Box Side Points"-Compound to create round edges on the sides![Happy :)](./images/smilies/1.gif)
Maybe you could build an array or something, that rotates each "Build One Box Side Points"-Compound to create round edges on the sides
![Happy :)](./images/smilies/1.gif)
Re: ICE gurus assemble!
Good idea, that would easier if ICE had support for (real) 2D arrays. Then you could just grab one box side array, rotate the whole thing and convert to a flat array when done. Maybe there's a solution without having to use a for loop (which breaks multi threading).
softimage resources section updated Jan 5th 2024
Re: ICE gurus assemble!
Compounds with two inputs like "Rotate Vector" still work when both input types are arrays. They go through the arrays element by element then, 1st by 1st, 2nd by 2nd etc. until the end of the smaller array is reached (if both are not the same length)
That can be used for rotating the profile. The input arrays have to be prepared so it works...
Btw does Houdini have native 2D arrays?
That can be used for rotating the profile. The input arrays have to be prepared so it works...
Btw does Houdini have native 2D arrays?
softimage resources section updated Jan 5th 2024
Re: ICE gurus assemble!
Thats becoming a fantastic tutorial, I'll recreate that on the weekend. ![Big Grin :D](./images/smilies/4.gif)
I just start to understand things in ICE, I never understoof before!
about your houdini question: you should join the NodeFlow Discord channel, there is a Houdini Group![Tongue :P](./images/smilies/10.gif)
https://discord.gg/TwqFwUq
![Big Grin :D](./images/smilies/4.gif)
I just start to understand things in ICE, I never understoof before!
about your houdini question: you should join the NodeFlow Discord channel, there is a Houdini Group
![Tongue :P](./images/smilies/10.gif)
https://discord.gg/TwqFwUq
Re: ICE gurus assemble!
Joined, thanks for the invite link.
About the tutorial, thanks! But not so sure if this is going anywhere that doesn't look like a dead end![Big Grin :D](./images/smilies/4.gif)
About the tutorial, thanks! But not so sure if this is going anywhere that doesn't look like a dead end
![Big Grin :D](./images/smilies/4.gif)
softimage resources section updated Jan 5th 2024
Re: ICE gurus assemble!
Switched to using rotate instead of subtraction so the points are all ordered clockwise which makes it easier to build the index array later...
softimage resources section updated Jan 5th 2024
Re: ICE gurus assemble!
Ill gonna get into that, after bayern beats schalke ![Wink ;)](./images/smilies/3.gif)
![Wink ;)](./images/smilies/3.gif)
Re: ICE gurus assemble!
Hehe ![Happy :)](./images/smilies/1.gif)
Okay next is index array, for building a polygon I need point incices that look something like this: 4,5,14,13,-1 (two from current vertical strip, then two from next vertical strip inverted order, then -1 to mark the end of the polygon). The +10 offset is probably the same as the number of top bevel subdivisions, maybe + 1 or 2
The next polygon below in the strip follows directly with 1 added, so the index array would lookk like .......,4,5,14,13,-1,5,6,15,14,-1,.......
To produce such an array I can first build an array like 0,0,0,0,0,1,1,1,1,1,2,2,2... then use another one like this 0,1,2,3,4,0,1,2,3,4 that goes into a swtich node that decides what values to add to the first array.
![Happy :)](./images/smilies/1.gif)
Okay next is index array, for building a polygon I need point incices that look something like this: 4,5,14,13,-1 (two from current vertical strip, then two from next vertical strip inverted order, then -1 to mark the end of the polygon). The +10 offset is probably the same as the number of top bevel subdivisions, maybe + 1 or 2
The next polygon below in the strip follows directly with 1 added, so the index array would lookk like .......,4,5,14,13,-1,5,6,15,14,-1,.......
To produce such an array I can first build an array like 0,0,0,0,0,1,1,1,1,1,2,2,2... then use another one like this 0,1,2,3,4,0,1,2,3,4 that goes into a swtich node that decides what values to add to the first array.
softimage resources section updated Jan 5th 2024
Re: ICE gurus assemble!
Was recreating your steps to get into it and also just trying some of these procedural modeling stuff in Houdini.
One cool thing in Houdini is, that you can group points/edges/faces by selecting them and add them into a group.
That makes it very easy later, when you wanna choose the group since you give it a name.
Is there something like that in ICE?
One cool thing in Houdini is, that you can group points/edges/faces by selecting them and add them into a group.
That makes it very easy later, when you wanna choose the group since you give it a name.
Is there something like that in ICE?
Re: ICE gurus assemble!
I think the closest thing to groups would be edge/poly/point clusters. But cluster membership is read only in ICE... it counts as part of the scene structure, so it can't be modified with an operator/ICE.
You can use a boolean attribute with the name of the group which you set to true when the component is a member. That's easy to access then in ICE. But if you want to use it in some interactive way like you can with clusters, you'll have to script something that reads the attribute.
You can use a boolean attribute with the name of the group which you set to true when the component is a member. That's easy to access then in ICE. But if you want to use it in some interactive way like you can with clusters, you'll have to script something that reads the attribute.
softimage resources section updated Jan 5th 2024
Re: ICE gurus assemble!
ah of course, totaly forget clusters...!
Re: ICE gurus assemble!
Would be nice if there'd be some ICE-for-scene-graph too that could build clusters, objects and so on.
Wohoo my first ICE Geometry
Next I'll have to add the top polygon and merge the points at the top since they're quads with 2 points on top of each other, and should be tris.
Maybe I'll try to build the same then in Houdini ..
Wohoo my first ICE Geometry
![Ha ha :))](./images/smilies/21.gif)
Maybe I'll try to build the same then in Houdini ..
softimage resources section updated Jan 5th 2024
Re: ICE gurus assemble!
Thats a really cool and easy to follow tutorial, gonna do the next steps tomorrow!
Was just watching a "tutorial" on "how to learn more efficent" (was an article on SPON) and the guy has some interesting videos on YT.
The Prof. talks about training the brain like training a muscle - you have to start slowly and with motivation.
Thats actually exactly what you did here.![Big Grin :D](./images/smilies/4.gif)
Not to complicated, but a big effect - and motivating.
Was just watching a "tutorial" on "how to learn more efficent" (was an article on SPON) and the guy has some interesting videos on YT.
The Prof. talks about training the brain like training a muscle - you have to start slowly and with motivation.
Thats actually exactly what you did here.
![Big Grin :D](./images/smilies/4.gif)
Not to complicated, but a big effect - and motivating.
Re: ICE gurus assemble!
Hey thanks very nice to hear. I like following tutorials made up of snacky bite-sized parts too that's why I tried it that way
Also keeps the work efffort low, few minutes-max half hour/day. Well let's see where this is going if anywhere xD
![Happy :)](./images/smilies/1.gif)
Also keeps the work efffort low, few minutes-max half hour/day. Well let's see where this is going if anywhere xD
softimage resources section updated Jan 5th 2024
Re: ICE gurus assemble!
yes, agree! ![Happy :)](./images/smilies/1.gif)
Thats why I like the Entagma Houdini Tutorials alot.
Quick Tutorials with big effect![Big Grin :D](./images/smilies/4.gif)
![Happy :)](./images/smilies/1.gif)
Thats why I like the Entagma Houdini Tutorials alot.
Quick Tutorials with big effect
![Big Grin :D](./images/smilies/4.gif)
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