Ben Traje
← BackContent Hub

Modelling

H
houdinivexproceduralsoptechnical-artgamedev

Houdini VEX: How to Calculate a Midpoint Point and Safely Delete Input Geometry

Learn how to sample coordinates and averaged normals between two target points to create a new midpoint, while avoiding point index shifting and deletion order bugs in VEX.

H
houdiniproceduralmodelingsoptechnical-artgamedev

How to Close Polygons and Curves in Houdini: Ends, PolyCap, and PolyFill

Understand the core differences between closing open curves, capping hollow geometric volumes, and solving boundary patches using Ends, PolyCap, and PolyFill SOPs in Houdini.

H
houdinivexproceduralsopgamedevtechnical-art

Houdini VEX: How to Flatten or Align Points to a Master Reference Group

Learn how to use expandpointgroup() in VEX to isolate a reference point, query its coordinates, and smoothly blend target geometry onto a master axis or plane.

H
houdiniparticlespop

Houdini Modelling Info Dump

Just a place to dump info before I categorize them.

M
houdinivexproceduraltechnical-artgamedevsop

Mesh Proximity & Inside/Outside Detection in Houdini VEX (xyzdist + primuv)

Learn how to detect surface proximity and volume intersections in Houdini using xyzdist, primuv, and vector dot products inside a Point Wrangle.

M
houdinivexproceduralsopgamedevtechnical-art

Mesh Separation in Houdini: VEX Point Push vs. Boolean Expansion

Prevent geometry intersections and self-penetration in Houdini. Compare fast VEX point-pushing against polygonal expansion with Boolean SOPs, including key topological trade-offs.