Point Cloud Meshing HOM

I’ve been working on a point cloud meshing method, incorporating this Paper

The algorithm has been extended using a custom nearest neighbour and Forward Facing Normal Flow operator written in VEX. I might be able to post those soon.

Anyway, the surface reconstruction is handled by a custom Python Operator, connecting neighbours, sampling edges, defining edge normals etc.

The most optimal distribution is searched for, empty spots are recursively filled. This is a work in progress and I won’t be able to post the complete functioning operator. But this snippet of code might help (tip of the iceberg ;)).

import Triangulate.hedge
import Triangulate.hpoly

reload(Triangulate.hedge)
reload(Triangulate.hpoly)

from Triangulate.hedge import Edge
from Triangulate.hpoly import TriPoly
import sys
import math

# This code is called when instances of this SOP cook.
node = hou.pwd()
geo = node.geometry()


'''
Globals______________________________________________________________________________________________________
'''


# Set up some globals
neigh_name = hou.pwd().evalParm("neighbour_name")                   # neighbour attribute name
angle_name = hou.pwd().evalParm("angle_name")                       # angle attribute name
distance_name = hou.pwd().evalParm("distance_name")                 # distance attribute name

edge_group_name = hou.pwd().evalParm("edge_group_name")             # group of initial edge points
neigh_amount = hou.pwd().evalParm("neighbours")                     # amount of neighbours
max_iter = hou.pwd().evalParm("max_iterations")                     # maximum amount of iterations
point_prior = hou.pwd().parm("point_priorization").evalAsString()   # point sampling method
max_connections = hou.pwd().evalParm("max_connections")             # max allowed point connections
conn_constrain = hou.pwd().parm("constrain_method").eval()          # point constrain method
double_constrain = hou.pwd().parm("double_reduction").eval()        # double prims constrain method
orient_polygons = hou.pwd().parm("orient_polygons").eval()          # if polygons need to be oriented
predefined_edges = hou.pwd().evalParm("predefined")                 # if edges are predefined in groups

num_connections_name = hou.pwd().evalParm("connections_attrib")     # name of number of connections
num_associations_name = hou.pwd().evalParm("association_attrib")    # name of the association attribute
unresolved_name = hou.pwd().evalParm("unresolved_attribute")        # name of the unresolved edge attribute
orient_name = hou.pwd().evalParm("orient_attribute")                # name of the orientation attribute

orient_group_name = hou.pwd().evalParm("orient_export_name")        # name of the orient polygons group
unresolved_group_name = hou.pwd().evalParm("unresolved_export_name")# name of the unresolved prims group
unresolved_edges_name = hou.pwd().evalParm("unresolved_edges_name")    

DEBUG = hou.pwd().evalParm("debug")

neigh_attributes = []                                               # list of neighbour point attributes
connected_points = []                                               # list of point numbers that have been used!
active_edges = []                                                   # holds the currently active edges
unresolved_edges = []                                               # holds the currently unresolved edges
boundary_edges = []                                                 # holds if an edge is on a boundary
bound_polygons = []                                                 # list of polygons created

geo = hou.pwd().geometry()                                          # reference to incoming geo
points = geo.points()                                               # original points

'''
Attributes___________________________________________________________________________________________________
'''


# Add the number of connections attribute
num_connections_attrib = geo.findPointAttrib(num_connections_name)
if num_connections_attrib is None:
    num_connections_attrib = geo.addAttrib(hou.attribType.Point, num_connections_name, 0)

# Add the number of associations attribute
num_associations_attrib = geo.findPointAttrib(num_associations_name)
if num_associations_attrib is None:
    num_associations_attrib = geo.addAttrib(hou.attribType.Point, num_associations_name, 0)

# Add the point resolved attribute
resolved_attrib = geo.findPointAttrib(unresolved_name)
if resolved_attrib is None:
    resolved_attrib = geo.addAttrib(hou.attribType.Point, unresolved_name, 0)

resolved_prim_attrib = geo.findPrimAttrib(unresolved_name)
if resolved_prim_attrib is None:
    resolved_prim_attrib = geo.addAttrib(hou.attribType.Prim, unresolved_name,0)


'''
Methods______________________________________________________________________________________________________
'''


#special debug method
def Console(inString):
    """
    Helper function showing debug information if switched on
    """

    if DEBUG:
        print inString
       
       
def GetPoint(inNumber):
    """
    Returns a point by index
    """

    return points[inNumber]


def GetNumberOfAssociations(inPoint):
    """
    Returns the number of point associations
    """

    return inPoint.numberOfAssociations


def GetNumberOfConnections(inPoint):
    """
    Returns the number of point connections
    """

    return inPoint.numberOfConnections


def PolyAssociatedPresence(inEdge, inPoint):
    """
    Checks by heritage if the poly is already created
    """

    if inEdge.heritagePoint == inPoint:
        return True
    return False


def PolyPresence(inEdge, inPoint):
    """
    Check in the bound polygon list if the poly was already created
    """

    if TriPoly([inEdge.pointOne, inEdge.pointTwo, inPoint]) in bound_polygons:
        return True
    return False


def findPrimGroup(inName):
    """
    Finds a primitive group with a specific name
    Returns none if not found!
    """


    for group in geo.primGroups():
        if group.name() == inName:
            return group.prims()
            break

    return None


# get's the edge group points
def GetSeedPoints(inGroupName):
    """
    Returns the points of the specified point group
    """

    return_group = None
   
    for group in geo.pointGroups():
        if group.name() == inGroupName:
            if len(group.points()) > 2:
                pgroup = []
                for point in group.points():                            # Search for the point in the original points and return those!
                    pgroup.append(points[point.number()])
                return pgroup
            else:
                raise hou.NodeError( "Not enough points in edge group, minimum of two required!")
                return -1

    raise hou.NodeError( "Initial point group not found or not enough points: %s" % inGroupName)
    return -1


# adds some sampling attributes
def AddPointAttributes(inPoints):
    """
    Adds number of connections and isEdge attribute to points
    """

    for point in inPoints:
        point.numberOfConnections = 0                      #set number of connections to 0
        point.numberOfAssociations = 0                     #set number of point associations to 0
        point.isEdgePoint = False                          #see if it's an edge point or not
        #point.isUnresolved = 1                             #set's the point to be unresolved (share a min of 2 edges)


# creates seed edges
def CreateSeedEdges(inPoints):
    """
    Based on the seed points, create some edges to start with
    These edges are directly set to be active and to be an edge
    """


    for pnum in range(len(inPoints)):
        if pnum <= len(inPoints)-2:
            edge = Edge(inPoints[pnum], inPoints[pnum+1])
        else:
            edge = Edge(inPoints[pnum], inPoints[0])

        active_edges.append(edge)                           #add to active edge
        boundary_edges.append(edge)                         #add to bound  edge
        connected_points.append(inPoints[pnum].number())    #add as connected point
        inPoints[pnum].isEdgePoint = True                   #set it to be an edge point
        inPoints[pnum].numberOfConnections = 2              #set it to already have 2 connections
        inPoints[pnum].numberOfAssociations = 0             #set number of point associations to 0
       
       
def CreatePredefinedEdges(inGroupName):
    """
    Creates a list of predefined edges that were submitted in groups
    Based on the initial group name, appendices are sampled and added as an edge
    """

   
    for group in geo.pointGroups():
        if inGroupName in group.name():
            # check to see if we're dealing with 2 points
            group_points = group.points()
            if len(group_points) != 2 :
                raise hou.NodeError("Error in group: %s Only predefined groups of two points can be sampled" % group)
            edge = Edge(group_points[0], group_points[1])
            active_edges.append(edge)
            boundary_edges.append(edge)
           
   


# initializes the neigbours
def InitializeNeighbourAttributes(inGeo, inName):
    """
    initialized a list of neighbour attributes
    """

   
    rlist = []
    for n in range(neigh_amount):
        attr = inGeo.findPointAttrib("%s%d" % (inName,(n+1)))
        if attr != None:
            rlist.append(attr)
        else:
            print "can't find neighbour attribute: %s%d" % (inName, (n+1))
           
    return rlist


# initialize export group and attribute
def InitializeGroup(inName):
    """
    Initializes the export group and orientation attribute
    """


    if len(inName) < 1:
        raise hou.NodeError("Please specify an export group, no name found")

    if inName in geo.primGroups():
        raise hou.NodeError("Primitive group '%s' already exists" % inName)

    return geo.createPrimGroup(inName)


# initialize orientation attribute
def InitializeOrientAttrib(inName):
    """
    Initializes the poly orientation attribute
    """

    orient_attrib = geo.findPointAttrib(inName)
    if orient_polygons and orient_attrib is None:
        raise hou.NodeError("Can't find orientation attribute: %s" % orient_name)
    return orient_attrib


# finalizes the attributes
def Finalize(inUnresolvedGroup):
    """
    Transfers point properties on to attributes
    """

    # Set the number of connections attribute
    for point in points:
        point.setAttribValue(num_connections_attrib, point.numberOfConnections)
        point.setAttribValue(num_associations_attrib, point.numberOfAssociations)

    edge_group_counter = 0

    # Append unresolved primitives to unresolved group and set attribute
    for edge in unresolved_edges:
        Console( "Unresolved Edge: %s, Prim: %s" % (edge, edge.edgePrims))
       
        # Create the edge group
        group = geo.createPointGroup("%s_%d" % (unresolved_edges_name, edge_group_counter))
        edge_group_counter += 1
       
        for prim in edge.edgePrims:
            prim = geo.iterPrims()[prim]
            prim.setAttribValue(resolved_prim_attrib, 1)
            inUnresolvedGroup.add(prim)
        for point in edge.points:
            point.setAttribValue(resolved_attrib, 1)
            group.add(point)
   
    # Append unresolved active primitives to unresolved group and set attribute
    for edge in active_edges:
        Console("Unresolved Active Edge: %s, Prim: %s" % (edge, edge.edgePrims))
       
        group = geo.createPointGroup("%s_%d" % (unresolved_edges_name, edge_group_counter))
        edge_group_counter += 1
       
        for prim in edge.edgePrims:
            prim = geo.iterPrims()[prim]
            prim.setAttribValue(resolved_prim_attrib, 1)
            inUnresolvedGroup.add(prim)
        for point in edge.points:
            point.setAttribValue(resolved_attrib, 1)
            group.add(point)


# updates the edges
def UpdateActiveEdges(inEdges):
    """
    Verifies if the incoming edges are already being used
    If used, remove from the active edge list, as the poly is most likely closed
    Also increment number of connections
    """

   
    for edge in inEdges:
        if edge in active_edges:                                       #if in active_edges, remove
            Console("edge was in active edges: %s" % str(edge))
            active_edges.remove(edge)
            continue

        if edge in unresolved_edges:                                   #if in unresolved edges, remove
            Console("edge was in unresolved edges: %s" % str(edge))
            unresolved_edges.remove(edge)
            continue
       
        active_edges.append(edge)                                      #otherwise increment connections and allow for sampling
        Console("Edge NOT in active edges: %s" % str(edge))
        for point in edge.points:
            point.numberOfConnections += 1
       

# update point associations
def UpdateAssociations(inPoints):
    """
    increments the 3 vertices of the just created triangle
    """

    for point in inPoints:
        point.numberOfAssociations += 1
       

# orient polygons
def OrientPolygons(inPoints, inPoly):
    """
    compares the point normals agains prim normal
    """

    prim_point_normals = []
    for point in inPoints:
        vector = hou.Vector3(point.attribValue(orient_attrib))
        vector.normalized()
        prim_point_normals.append(vector)
   
    # combine normals    
    accum = hou.Vector3(0,0,0)
    for n in prim_point_normals:
        for i in range(3):
            accum[i]+=n[i]
           
    # get the average
    count = len(prim_point_normals)
    for i in xrange(len(accum)):
        accum[i] /= count
       
    # get the prim normal
    prim_normal = hou.Vector3(inPoly.normal())
    inv_prim_normal = -1*prim_normal
   
    # compare
    if accum.angleTo(inv_prim_normal) < accum.angleTo(prim_normal):
        export_group.add(inPoly)


# sort polygon verts        
def SortVertices(inPoints):
    """
    Sorts the incoming points clockwise
    """

    order_array = [None,None,None]          # start off with an empty array          
    xmin = sys.float_info.max
    zmin = sys.float_info.max
   
    for point in inPoints:                  # find first point
        posx = point.position()[0]
        if posx < xmin:
            xmin = posx
            order_array[0] = point
           
    inPoints.remove(order_array[0])
   
    for point in inPoints:                  # find second point
        posz = point.position()[2]
        if posz < zmin:
            zmin = posz
            order_array[1] = point
           
    inPoints.remove(order_array[1])         # append third point
    order_array[2] = inPoints[0]
   
    return order_array


# Create a polygon out of a previous edge and new point
def CreatePolygon(inEdge, inPoint):
    """
    Create A poly out of an edge and a point
    TODO:  Add a edge normal to every edge created, + point if necess ary
    """

    poly = geo.createPolygon()
    poly.setIsClosed(True)
   
    if inEdge.pointOne.isEdgePoint and inEdge.pointTwo.isEdgePoint:
        order_array = [inEdge.pointOne, inEdge.pointTwo, inPoint]
    else:
        order_array = SortVertices([inEdge.pointOne, inEdge.pointTwo, inPoint])
   
    poly.addVertex(order_array[0])
    poly.addVertex(order_array[1])
    poly.addVertex(order_array[2])
    poly.addVertex(order_array[0])
   
    # add the poly as a TriPoly to our list of polygons
    bound_polygons.append(TriPoly(order_array))
   
    # check poly orientations
    if orient_polygons:
        OrientPolygons(order_array, poly)

    # create the new edges
    edge_list = [Edge(inEdge.pointOne, inPoint, inEdge.pointTwo), Edge(inEdge.pointTwo, inPoint, inEdge.pointOne), inEdge]
   
    # The edge now needs it's associated polygon
    for edge in edge_list:
        edge.addPrim(poly.number())

    # see if the edge already exists, if so, no active edges should be added
    UpdateActiveEdges(edge_list)
   
    # increase number of references to point
    UpdateAssociations([inEdge.pointOne, inEdge.pointTwo, inPoint])


def FilterSharedNeighbour(inDictOne, inDictTwo, inEdge):
    """
    iterates through the points in the dictionary, searching for the best shared neighbour.
    sampling has two options: `minimum` or `closest`. Minimum = abs(x-y), closest = x+y
    returns None if no suitable point is found
    TODO: Add pointcheck that point is in between other points
    """

   
    closest_point = None
    current_dist = sys.float_info.max
    conn_dict = {0: GetNumberOfConnections, 1: GetNumberOfAssociations}                         # holds the two connection comparison methods
    double_dict = {0: PolyAssociatedPresence, 1: PolyPresence}

    for key_point in inDictOne:
        if inDictTwo.has_key(key_point):
           
            sample_point = GetPoint(key_point)                                                  # returns the associated point

            connections = conn_dict[conn_constrain](sample_point)

            if sample_point.isEdgePoint or connections >= max_connections:                      # compares the neighbour based on edge, connectivity
                Console("invalid point: %s" % key_point)
                continue

            if double_dict[double_constrain](inEdge, sample_point):                             # compares the neighbour based on poly existance
                Console("creates similar poly: %s" % key_point)
                continue

            p2_dist = inDictTwo[key_point][0]                                                   # get the point two distance
            p1_dist = inDictOne[key_point][0]                                                   # get the point one distance
           
            if point_prior == "minimal":                                                        # choose sampling method
                dist = abs(p1_dist - p2_dist)
            else:
                dist = p1_dist + p2_dist
           
            Console("shared point: %s, distance: %s" % (key_point, dist))

            if dist < current_dist:
                closest_point = sample_point
                current_dist = dist
               
    return closest_point
   

def GetEdgeNeighbour(inEdge):
    """
    Finds the most suitable edge point to create a triangle with
    In case multiple points are found, the one with the lowest distributed distance
    is chosen.
    """


    # sample the values
    nlist_one = {}
    nlist_two = {}

    point_one = inEdge.pointOne
    point_two = inEdge.pointTwo

    Console("sampling edge: %s" % str(inEdge))

    # we want to construct a dict with: `pointnum:[dist, angle]`
    counter = 0
    for attribute in neigh_attributes:
       
        # first get the point numbers as keys
        pnum_one = point_one.attribValue(attribute)
        pnum_two = point_two.attribValue(attribute)
       
        # sample the distance and angle for every neighbour point
        pdist_one = point_one.attribValue(dist_attributes[counter])
        pdist_two = point_two.attribValue(dist_attributes[counter])
       
        pangle_one = point_one.attribValue(angle_attributes[counter])
        pangle_two = point_two.attribValue(angle_attributes[counter])
       
        nlist_one[pnum_one] = [pdist_one, pangle_one]
        nlist_two[pnum_two] = [pdist_two, pangle_two]

        counter += 1
       
    # now we have the point numbers + distance / angle, do the comparison
    closest_point = FilterSharedNeighbour(nlist_one, nlist_two, inEdge)

    if closest_point is not None:
        Console("closest shared point: %s" % closest_point.number())

    return closest_point



"""
Main------------------------------------------------------------------------------------------
"""


# Initialize the unresolved poly group
unresolved_group = InitializeGroup(unresolved_group_name)

# If an orientation is specified, we want sample the export group
if orient_polygons:
    export_group = InitializeGroup(orient_group_name)
    orient_attrib = InitializeOrientAttrib(orient_name)

# Initialize the points with the necessary attributes
AddPointAttributes(points)

# Initialize the neighbour attributes used for sampling best point to angle fit
neigh_attributes = InitializeNeighbourAttributes(geo, neigh_name)
dist_attributes = InitializeNeighbourAttributes(geo, distance_name)
angle_attributes = InitializeNeighbourAttributes(geo, angle_name)

# Now create a start list of active edges
if not predefined_edges:
    CreateSeedEdges(GetSeedPoints(edge_group_name))
else:
    CreatePredefinedSeedEdges(edge_group_name)

# Iterate over the active edges and connect
count = 0
while len(active_edges) > 0 and count < max_iter:

    current_edge = active_edges[0]
    closest_point = GetEdgeNeighbour(current_edge)
    if closest_point != None:
        CreatePolygon(current_edge, closest_point)
    else:
        unresolved_edges.append(current_edge)
        active_edges.remove(current_edge)
    count += 1

    Console("\n")

Finalize(unresolved_group)

Houdini Edge Normals

Currently I’m working on various point cloud meshing methods.

For these methods to work I needed to calculate perpendicular edge normals.

Quick python op for calculating specific edge normals.. When applied creates a triangle + edge normals

# This code is called when instances of this SOP cook.
node = hou.pwd()
geo = node.geometry()


# calculates the edge normal using the prim normal
def calculateEdge(inPoint1, inPoint2, inPolyNormal):

    diff = inPoint2.position() - inPoint1.position()

    edge_point_position = (diff*0.5) + inPoint1.position()
    edge_point = geo.createPoint()
    edge_point.setPosition(edge_point_position)

    diff_normalized = diff.normalized()
    poly_normal = inPolyNormal.normalized()
    point_normal = poly_normal.cross(diff_normalized)

    edge_point.setAttribValue(attrib, point_normal)
    edge_point.setAttribValue(is_edge_attrib, 1)

   
# Evaluate offset parameter
pp1 = hou.pwd().evalParmTuple("point_one")
pp2 = hou.pwd().evalParmTuple("point_two")
pp3 = hou.pwd().evalParmTuple("point_three")

# Add the normal attribute
attrib = geo.addAttrib(hou.attribType.Point, "edge_normal", (0.0,0.0,0.0), transform_as_normal=True)
is_edge_attrib = geo.addAttrib(hou.attribType.Point, "edge_point", 0)

# Create the points
p1 = geo.createPoint()
p2 = geo.createPoint()
p3 = geo.createPoint()

p1.setPosition(pp1)
p2.setPosition(pp2)
p3.setPosition(pp3)

point_list = [p1,p2,p3]

# Create Tri poly
poly = geo.createPolygon()
poly.setIsClosed(True)
poly.addVertex(p1)
poly.addVertex(p2)
poly.addVertex(p3)

# Find the normal for ever edge
for i in range(len(point_list)):

    if i < (len(point_list)-1):
        point_one = point_list[i]
        point_two = point_list[i+1]
    else:
        point_one = point_list[-1:][0]
        point_two = point_list[0]

    calculateEdge(point_one, point_two, poly.normal())



Gaussian Blur Filter C++

I got asked to make some new blur filters.

The available convolution filters turned out to be rather slow and a set of new ones was requested. Getting to know the specific PDK (plugin development kit) was tricky, writing the plug-ins on the other end was a lot of fun. Below there is a snippet of code on how to write a Gaussian and Box blur kernel in C++.

Note that the height field input parameter (HField *inHeightMap and BuildContext &inContext)   can be replaced with any other (pixel) matrix using for example Devil or FreeImage.

The BuildContext is used to generate a second image and is used as a temporary pixel placeholder.

Now for the code:

I’ll start by defining the Gaussian Kernel. When called this kernel function returns an array of floats that define the actual per pixel scalar values.

// Calculates a 1d gaussian bell shaped kernel
float* GBlur::ComputeGaussianKernel(const int inRadius, const float inWeight)
{
    int mem_amount = (inRadius*2)+1;
    float* gaussian_kernel = (float*)malloc(mem_amount*sizeof(float));

    float twoRadiusSquaredRecip = 1.0 / (2.0 * inRadius * inRadius);
    float sqrtTwoPiTimesRadiusRecip = 1.0 / (sqrt(2.0 * PI) * inRadius);
    float radiusModifier = inWeight;

    // Create Gaussian Kernel
    int r = -inRadius;
    float sum = 0.0f;
    for (int i = 0; i < mem_amount; i++)
    {
        float x = r * radiusModifier;
        x *= x;
        float v = sqrtTwoPiTimesRadiusRecip * exp(-x * twoRadiusSquaredRecip);
        gaussian_kernel[i] = v;
           
        sum+=v;
        r++;
    }

    // Normalize distribution
    float div = sum;
    for (int i = 0; i < mem_amount; i++)
        gaussian_kernel[i] /= div;

    return gaussian_kernel;
}

Now this kernel can be used to blur an image. The image comes in as a an array of floats.
This array represents a greyscale image. A colored image would have the RGB(A) components blurred.

// Calculates the Gaussian Blur and stores the result on the height map given
void GBlur::GaussianBlur(HFPointer inHeightMap, const int inRadius, BuildContext &inContext, const float inWeight)
{
    int pixels_on_row = 1+(inRadius*2);
    int height = inHeightMap->h();
    int width = inHeightMap->w();

    HFPointer temp_smap   = GetNewHF(inContext);    ///< Temporary map used for storing intermediate results
    temp_smap->Clear();
    //temp_smap->AddRef();

    float* gaussian_kernel = ComputeGaussianKernel(inRadius,inWeight); ///< Compute our gaussian 1d kernel

    float* pheight_map = inHeightMap->GetDataPtr();             ///< Pointer to current map
    float* ptemp_map = temp_smap->GetDataPtr();                 ///< Pointer to intermediate map
                                                           
    int current = 0;                                            ///< Helps keep track of where we are

    // Do a one dimensional blur in the y direction
    // We use the temp map to find the horizontally blurred pixels
    // These are then used to compute a first blur pass and stored in the original map
    float* out = ptemp_map;
    int height_clamp = height - 1;
    int width_clamp = width - 1;

    for(int y=0;y<height; y++)
    {
        int row = y*width;              ///< Specifies the current row

        for(int x=0;x<width; x++)
        {
            float blurred_value = 0.0f;
            for(int xoffset = 0; xoffset < pixels_on_row; xoffset++)
            {
                // Clamp x index
                int sx = iClamp(0,width_clamp,(x-inRadius)+xoffset);
               
                // Calculate newly blurred value
                blurred_value += pheight_map[row+sx]*gaussian_kernel[xoffset];
            }

            // Set our calculated value to our temp map
            *out++ = blurred_value;

            // Increment where we are
            current++;
        }

        inContext.ReportDeviceProgress(this, y/2 ,inHeightMap->h());
    }

    // Used for showing progress
    int half_height(inHeightMap->h() / 2);

    // Do a one dimensional blur in the x direction
    // We use the temp map to find the horizontally blurred pixels
    // These are then used to compute a second blur pass and stored in the original map
    out = pheight_map;
    for(int y=0;y<height; y++)
    {
        for(int x=0;x<width; x++)
        {
            float blurred_value = 0.0f;
            for(int yoffset = 0; yoffset < pixels_on_row; yoffset++)
            {
                // Clamp our offset in y
                int sy = iClamp(0,height_clamp,(y-inRadius)+yoffset);

                // Calculate blurred value
                blurred_value += (ptemp_map[(sy * width) + x]*gaussian_kernel[yoffset]);
            }

            // Set the original height map value to our computed value
            // This is the actual blurred value (previously scaled)
            *out++ = blurred_value;

            // increment counter and report progress to wm
            current++;
            inContext.ReportDeviceProgress(this,current/2,inHeightMap->area());
        }

        inContext.ReportDeviceProgress(this, half_height + (y/2),inHeightMap->h());
    }

    // Release
    free(gaussian_kernel);
    gaussian_kernel=NULL;
    temp_smap->Clear();
    temp_smap->releaseAccessible();
}

Houdini Grid Based Fluids And Dynamics

A while back I got an invite to do a two day seminar in Seoul.

Teaching at the university of Seoul about Houdini’s Dynamics environment and recursive functionality. After waiting for over a year I find it’s about time to release the training material.

Below you will find a link to a rar package containing a pdf, example files and demo otls.

The material consists of an introduction in to recursiveness in Houdini, Houdini’s Dynamics environment, Houdini Volume primitives and fluid solvers. Starting simple and ending with building a custom fluid solver incorporating a simple Dynamic Resize model and simple volume shape operators.

Hopefully enough to get anyone going within Houdini’s dynamic environment. But most importantly, to create awareness regarding the full set of possibilities this environment has to offer. Never again should you wonder what this magic shelf button does.

Any question feel free to mail or post a comment.

Also note that some of the .hip files might have incomplete geometry. Creating a simple new geo reference should suffice. I will try to get the files up to date as soon as possible.

Download the package HERE

Houdini Triangle Grid using HOM

Thought I’d post my first little (of many) experiments.
A piece of code that helped me create the header image in Houdini 11.
Sort of a hello_site example.

I plan on posting something every week or so. As in a tutorial or small experiment that helped me achieve a certain task or goal. At work or for fun.

To get this snippet of code working, create a Python geometry operator in Houdini: “file” > “new operator type”. Select: “Python Type” and “Geometry Operator”. Give the new operator a name and location on disk (default is your Houdini home / “otl”

You should be presented with a screen asking you to create new parameters and place your code.

For this piece of code to work, 4 parameters are required:

  • name: width, type:  int, default: 20
  • name: slope, type:  int, default: 1
  • name: size,   type:  float, default: 1
  • name: attr_name, type: string, default: pscale

On their own these parameters do absolutely nothing. We need to bind them in our code. See the example below on how to achieve this. All code is commented and can be placed directly in the python operator.

After pasting or writing the code, click on “Accept”. You should now be able to tab and find the operator. The “width” defines the amount of base points, the   “slope” defines the triangle angle slope, the “size” specifies the element size (or space between points). The attributre “pscale” is created and set for each point. When copying a cube on to every point, the cube should have the correct size because of the pscale attribute.

# This code is called when instances of this SOP cook.
geo = hou.pwd().geometry()

# Evaluate our parameters
width = hou.pwd().evalParm("width")
slope = hou.pwd().evalParm("slope")
size  = hou.pwd().evalParm("size")
attrib_name = hou.pwd().evalParm("attr_name")

# Initialize base numbers
height = 0
offset = 0

# Add point attribute
attrib = geo.addAttrib(hou.attribType.Point, attrib_name, 1.0)

# Compensate for slope
width_offset  = 2*slope
slope_offset  = 1*slope

# Compensate for center
center_offset = float(width) / 2.0

# Calculate Point Grid
while width > 0:
    for i in range(width):

        # Create the point
        point = geo.createPoint()

        # Get the x position
        x_position = float(offset+i) - center_offset

        # Set the point in space
        point.setPosition((x_position*size,height*size,0))

        # Add point attribute
        point.setAttribValue(attrib, size)
    
    # Compensate the position every iteration
    width -= width_offset
    height += 1
    offset += slope_offset