Skip to main content

Dijkstra pathfinding with python.

I have a lot of half finished things floating around, here is one of them...

Been seeing the dijkstra algorithm around a bit lately, so I had a go at implementing it in Houdini.

Most of it is in python. ~2000 points and it cooks in about 1.2s so it isn't super slow...

Could probably be faster if I made it A* instead, but I have nothing to use it for so, meh!

hipnc is here.
you will need the otl here too


  1. Hello Sam,

    I'd love to get a look at the pathfinding files, but the links you supplied in the post don't seem to be active. Any chance you could help me get the files?

    Thanks in advance,
    Marein K├Ânings

  2. My domain expired :/ Should be back up in the next day, but I can email you the stuff if you give me your address :)

  3. That would be great! Please send it to, where myname is the name under which this comment is posted (without capitals). Measures to prevent spam and such... :)


Post a Comment

Popular posts from this blog

Cloth tear geometry and shading detail

Been adding geo detail to the torn cloth and shading the additional geo. Shading sure is fun! :) Thickness added to the cloth geo Extrude sides are extruded out again  The second extrusion is done twice, once for the U direction, and once for the V direction. Polyframe is used to get the UV gradient to extrude along, vopsops are used to move the extrudeFront points after extrusion as you can't control the extrusion per point with just a polyExtrude node... The extrusion is done twice so that the two different surfaces represent the opposing thread directions. since my geometry (and therefore tears) are in line with the U and V direction, the effect is not obvious in this case. The extra geo after shading The .hip file below has a slightly newer shader than in the video and the image above, I removed the part of the shader that created the soft ramp for the alpha edge and used just the thread noise instead; it now looks more like: Slightly newer shader than

Worm locomotion with FEM

I have always wanted to do a dynamic locomotion setup, I have tried in the past with wire and sop solver with .... interesting results ;) With FEM in Houdini 13, the rest attribute is stored on vertices which allows a tetra to change its rest state independently of the surrounding tetras. With this, parts can be expanded and shrunk to get a muscle type action. I have started with a worm since it is quite simple, the contractions and expansions move back along the worm in a wave, opposing the travel direction. It took quite a bit of tweaking to get him moving at all. One major element of a real worm's action that's missing is the little hairs that grip the ground. I couldn't find a way to change the friction per point so I have gone a bit hacky and multed down v wherever I didn't want the worm to move. I would love to hear if there is a per point friction control! Here is the video Houdini 13 FEM Worm locomotion from Sam Hancock on Vimeo . ...and the .hip is

Wire to RBD feedback in DOPs

Normally if a wire is constrained to an RBD, the rbd isn't affected by the wire at all. Which is annoying ... but I had an idea to get it to work. the wire solver can store the internal forces on the geometry. In DOPs I made a point force, the position is set to the position of the constraint and the force is the wire's internal (linear) force. I have put a sopnet in the dopnet to get the wire and the constrained point so I can reference them in the point force. It could be simpler with a python expression to get the position and force directly without going through the sopnet, but this is just a little test... For multiple attachment points, I think a copy data node could be used to copy the point force data for each constrained point ... hip file here Wire to RBD feedback forces from Sam Hancock on Vimeo .