for anyone interested, a very similar result can be achieved by a boolean sop with mode set to 'detect' , expand the detection group to 'flood fill connected geometry' and blast this group. no need for a loop.
Fantastic video! Helped me solve the issue I was having. A little tip with Intersection analysis: The more polygons you have the longer the operation will take. So if possible it makes sense to break the parts you're testing into smaller chunks so you're not loading all 900 pieces of your object and running intersect analysis. That will cause it to be incrementally slower each loop iteration.
block_begin1 set to Fetch Feedback foreach_begin1 set to Fetch Feedback foreach_end1 iteration set to By Pieces or Points and Gather Method set to Feedback Each Iteration switch1 if null1 is on top and copytopoints is on the bottom Select Input set to if(npoints("../intersectionanalysis1/")>0,0,1)
@HoudiniSimon Wow, it really works! you saved my day!! Although I have a question. Suppose I feed the graph of the for each with points that belong to 3 different groups. How could I do so that the points belonging to the same group do not eliminate each other? Thank you
Simon I love these little Houdini videos you've been making. But I'm curious as to why you don't link to this channel on your website, twitter, or main channel?
Hi :) I have several little youtube channels where i post a video when i learned something new but all of those have nothing to do with each other. That's why I didn't link them together anywhere. But you're right, maybe I could mention them on my blog for people who might potentially interested...thanks for your comment! :)
great tut! really helpfull, just a quick question. is there a relatively simple way to force the loop to stop from evaluating after the first couple of frames?
Hey Simon! Vielen Dank für deine genialen Tutorials. Ich nehme jetzt einfach mal an das Du ebenfalls Deutscher bist und frage Dich einfach mal direkt 😅 Nach einigen Wochen der Einarbeitung in Houdini und dem leider bescheidenen Foren Feedback von SideFX, wärst Du wohl einer der letzten, welcher mir sicherlich als einziger noch bei meinem Problem eines Projekts helfen könnte. Besitzt Du zufällig einen Discord oder anderen Kommunikationswege um Dich direkter kontaktieren zu können? Besten Dank und liebe Grüße. Boris
Hi Boris, klar, kein Problem. Ich bin dir gerade über Twitter gefolgt (gamedevpodcast) und dort kannst du gern eine DM schreiben. Ich bin aber schon wieder ein bisschenraus aus Houdini und ich denke der "Thinking Procedural" discord bietet sicher mehr Hilfe. Oder auch unser GameDevPodcast discord wo es auch ein paar Tech Artists gibt.
Thanks man! This intersect-checking-for-each-nodes-setup is really beautifully done. Can stop crying with tears of joy.
Didn't expect I could get further understanding on loop here. Thanks bro.
for anyone interested, a very similar result can be achieved by a boolean sop with mode set to 'detect' , expand the detection group to 'flood fill connected geometry' and blast this group. no need for a loop.
Fantastic video! Helped me solve the issue I was having.
A little tip with Intersection analysis: The more polygons you have the longer the operation will take. So if possible it makes sense to break the parts you're testing into smaller chunks so you're not loading all 900 pieces of your object and running intersect analysis. That will cause it to be incrementally slower each loop iteration.
I tried the compile block...but no luck. This tip help a ton, thanks man.
Your Tutorials are always simple yet so powerful. Thank you so much.
Thank you very much for this tutorial! Saved me so much headache!
Allah razı olsun aşqom, diğer tutoriallarda asla bulamadım şu "intersection" meselesini... (kızılay)
This is really amazing tutorial, good explainations, 100% helpful, I was looking for this so long time, thanks!
sir, you saved my life. Thanky ou so so so much. This is genius
Awesome , very good explanation , exactly what i have to do. Thank you !
Thank you for the clear explanation!
block_begin1 set to Fetch Feedback
foreach_begin1 set to Fetch Feedback
foreach_end1 iteration set to By Pieces or Points and Gather Method set to Feedback Each Iteration
switch1 if null1 is on top and copytopoints is on the bottom Select Input set to if(npoints("../intersectionanalysis1/")>0,0,1)
Wow was this a perfect tutorial. Thank you!
this is exactly what I need now))) Thank you)
Wow, this was enlightening and helpful, thank you!
Thank you! Very awesome tutorial.
Thank you friend! Very useful video. You helped a lot. Fat like and subscribe.
@HoudiniSimon
Wow, it really works! you saved my day!!
Although I have a question.
Suppose I feed the graph of the for each with points that belong to 3 different groups. How could I do so that the points belonging to the same group do not eliminate each other?
Thank you
Simple and easy to understand
Can you add compile blocks this way too? I'm getting an error and not sure how to implement it
Thanks! I am right on that tutorial. Very helpful
Simon I love these little Houdini videos you've been making. But I'm curious as to why you don't link to this channel on your website, twitter, or main channel?
Hi :) I have several little youtube channels where i post a video when i learned something new but all of those have nothing to do with each other. That's why I didn't link them together anywhere. But you're right, maybe I could mention them on my blog for people who might potentially interested...thanks for your comment! :)
Thanks for this, clearly explained :)
Very useful tip. But is yet a bit confusing for me the flow of the second block begins. Many Thanks.
nice and simple way, thank you for sharing
Is there any way to get this to work with an instancer?
thank you so much... ive been trying to achieve that kind of stuff using vex and its not been fun haha
that was incredible tips
great tut! really helpfull, just a quick question.
is there a relatively simple way to
force the loop to stop from evaluating after
the first couple of frames?
Thank You very much, Simon!
Really awesome, thank you :)
Awesome! Thank you so much!!
Lovely stuff. Thanks
helpful video. thanks!!
awesome man! thank you
you are incredible
amazing thx bro
Hey Simon! Vielen Dank für deine genialen Tutorials. Ich nehme jetzt einfach mal an das Du ebenfalls Deutscher bist und frage Dich einfach mal direkt 😅 Nach einigen Wochen der Einarbeitung in Houdini und dem leider bescheidenen Foren Feedback von SideFX, wärst Du wohl einer der letzten, welcher mir sicherlich als einziger noch bei meinem Problem eines Projekts helfen könnte. Besitzt Du zufällig einen Discord oder anderen Kommunikationswege um Dich direkter kontaktieren zu können? Besten Dank und liebe Grüße. Boris
Hi Boris,
klar, kein Problem. Ich bin dir gerade über Twitter gefolgt (gamedevpodcast) und dort kannst du gern eine DM schreiben. Ich bin aber schon wieder ein bisschenraus aus Houdini und ich denke der "Thinking Procedural" discord bietet sicher mehr Hilfe. Oder auch unser GameDevPodcast discord wo es auch ein paar Tech Artists gibt.
Awesome! Thanks!
brilliant. thank you!
Amazing! Thx!
It doesn't work with scattered objects
Thank you.
thanks
super!
Thx !!!
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