Found 18 posts.
Search results Show results as topic list.
Technical Discussion » camera unlinking from view in H17
- MCGrund
- 18 posts
- Offline
Houdini Indie and Apprentice » generate circle of particles around hitpoint
- MCGrund
- 18 posts
- Offline
Houdini Indie and Apprentice » generate circle of particles around hitpoint
- MCGrund
- 18 posts
- Offline
Hey, I tried out your suggestion and yes… it seems like a much simpler and therefore better approach to me, too.
One further question though: Is it good practice to take the copied circles and feed them into a second Popnet like I did or would it have been better to feed them back into the original one. Coming from Maya the latter didn't seem like such a good workflow to me.
One further question though: Is it good practice to take the copied circles and feed them into a second Popnet like I did or would it have been better to feed them back into the original one. Coming from Maya the latter didn't seem like such a good workflow to me.
Houdini Indie and Apprentice » generate circle of particles around hitpoint
- MCGrund
- 18 posts
- Offline
You're of course right about that and I really appreciate the input.
I forgot to mention in my initial post that these circles are my starting point for a particle simulation. Therefore I'll have to do further simming down the road anyway.
I forgot to mention in my initial post that these circles are my starting point for a particle simulation. Therefore I'll have to do further simming down the road anyway.
Houdini Indie and Apprentice » generate circle of particles around hitpoint
- MCGrund
- 18 posts
- Offline
Hey Rob,
thanks for the reply I'll try out your suggestion. I also found an approach to my problem over at odforce http://forums.odforce.net/topic/18365-normal-to-angle-how-to/ [forums.odforce.net]. I've attached my solution.
Cheers
thanks for the reply I'll try out your suggestion. I also found an approach to my problem over at odforce http://forums.odforce.net/topic/18365-normal-to-angle-how-to/ [forums.odforce.net]. I've attached my solution.
Cheers
Houdini Indie and Apprentice » generate circle of particles around hitpoint
- MCGrund
- 18 posts
- Offline
Hey all,
I'm trying to generate a circle of particles around each of my collision points. This I got to work but what I can't get my head around is how to align these circles to the Hitnormals. I tried several things but my math is not the best and I couldn't find a solution. Can somebody please show me the correct approach?
Cheers
I'm trying to generate a circle of particles around each of my collision points. This I got to work but what I can't get my head around is how to align these circles to the Hitnormals. I tried several things but my math is not the best and I couldn't find a solution. Can somebody please show me the correct approach?
Cheers
Houdini Indie and Apprentice » animate polybevel per point with CHOPs
- MCGrund
- 18 posts
- Offline
.hiplc comes from Houdini Indie. Bummer that you can't open it with Houdini Apprentice. Doesn't really make sense to me.
Houdini Indie and Apprentice » animate polybevel per point with CHOPs
- MCGrund
- 18 posts
- Offline
Houdini Indie and Apprentice » animate polybevel per point with CHOPs
- MCGrund
- 18 posts
- Offline
Hey all,
I'm working on this test where I want to animate the polybevel of several cornerpoints through CHOPs. When you scrub through the timeline you can see that there are several points that are bevelled simultaniously but I can't get it to work so that each point is bevelled on it's own.
Does this make sense? I'm kinda tired :shock: I hope someone can shed light on this.
Oh and I just realized that one of the bevel operations creates a hole, don't know about that one either.
Thanks!
I'm working on this test where I want to animate the polybevel of several cornerpoints through CHOPs. When you scrub through the timeline you can see that there are several points that are bevelled simultaniously but I can't get it to work so that each point is bevelled on it's own.
Does this make sense? I'm kinda tired :shock: I hope someone can shed light on this.
Oh and I just realized that one of the bevel operations creates a hole, don't know about that one either.
Thanks!
Houdini Indie and Apprentice » Opening my "old" hipnc files in Indie
- MCGrund
- 18 posts
- Offline
Why is there a time cap for this offer? There are several tutorials/workshops out there (CGWorkshop, cmivfx to name a few) that provide their example scenes in the .hipnc format, which then can't be opened with Houdini Indie.
Just asking :]
Just asking :]
Houdini Indie and Apprentice » Houdini Apprentice HD no longer being offered?
- MCGrund
- 18 posts
- Offline
rmagee
At the moment hipnc files will not open in Indie but a file translator will be made available to Houdini Apprentice HD customers soon.
Will this file conversion also be made available for non Apprentice HD customers?
I'm asking because I used the free Apprentice version (not Apprentice HD) during a workshop and while doing several Tutorials. Right now I'm strongly considering the purchase of a Houdini Indie license and I would of course like to be able to open my old “Apprentice” files and see the workflows that I used.
Houdini Indie and Apprentice » Unable to box select dynamic objects for shelf tools
- MCGrund
- 18 posts
- Offline
Same problem, though here it still works in Houdini 12.5. Moreover the Houdini 13 help docs still show the old selection UI. Maybe they should update this.
Houdini Indie and Apprentice » $NGRP in new POPNET?
- MCGrund
- 18 posts
- Offline
Nevermind, I found that I could use npointsgroup to get the number of relevant points.
Houdini Indie and Apprentice » $NGRP in new POPNET?
- MCGrund
- 18 posts
- Offline
Hi there,
in this tutorial https://vimeo.com/5801772 [vimeo.com] Peter Quint uses $NGRP to get the total number of points of the source input and uses it to drive the impulse birth rate for a particle source.
What would be the equivalent variable for the particle source in the new popnet (H13) that I can use to drive the impulse count? I could't find anything on that.
Appreciated :]
in this tutorial https://vimeo.com/5801772 [vimeo.com] Peter Quint uses $NGRP to get the total number of points of the source input and uses it to drive the impulse birth rate for a particle source.
What would be the equivalent variable for the particle source in the new popnet (H13) that I can use to drive the impulse count? I could't find anything on that.
Appreciated :]
Houdini Indie and Apprentice » Problem with First Steps Lesson 10 | Particles
- MCGrund
- 18 posts
- Offline
seems I'm not the only one who ran into this problem: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28833&highlight=force [sidefx.com]
Houdini Indie and Apprentice » Problem with First Steps Lesson 10 | Particles
- MCGrund
- 18 posts
- Offline
Hey Jeff,
thanks for your reply. I'm a complete Houdini noob so please bear with me . In the mentioned tutorial/scene file a Particle Surface Node is used to generate the particles. As far as I can see this operator doesn't have an “Accurate Births” option.
As mentioned the “Accurate Moves” option slows things seriously down. The reason why I thought this might be a bug is because in the scene file this option is unchecked and the example doesn't work properly. Furthermore in the tutorial video everything works fine without any hiccup in the performance.
thanks for your reply. I'm a complete Houdini noob so please bear with me . In the mentioned tutorial/scene file a Particle Surface Node is used to generate the particles. As far as I can see this operator doesn't have an “Accurate Births” option.
As mentioned the “Accurate Moves” option slows things seriously down. The reason why I thought this might be a bug is because in the scene file this option is unchecked and the example doesn't work properly. Furthermore in the tutorial video everything works fine without any hiccup in the performance.
Houdini Indie and Apprentice » Problem with First Steps Lesson 10 | Particles
- MCGrund
- 18 posts
- Offline
Have to reply to myself here. I found out that I get correct behaviour when I check “Accurate Moves” on the particle operator. But this makes the calculation of some of these examples super slow.
Is this a bug?
Is this a bug?
Houdini Indie and Apprentice » Problem with First Steps Lesson 10 | Particles
- MCGrund
- 18 posts
- Offline
Hey there,
I am in the process of learning Houdini and I have a problem with Lesson 10 of the First Steps modules http://www.sidefx.com/index.php?option=com_content&task=view&id=2202&Itemid=361 [sidefx.com] .
In the provided scene file there is an example named Particle_Disturbance which doesn't work as expected. Unlike the video example the particles always move back to their original position after they have been influenced by a force. I couldn't find a way so that it works like in the tutorial. Did I miss something here?
I'm on Houdini 13 free Apprentice Edition.
Edit: The other examples involving a force show the same behaviour. After the force stops being applied, all particles jump back to their birth position.
I am in the process of learning Houdini and I have a problem with Lesson 10 of the First Steps modules http://www.sidefx.com/index.php?option=com_content&task=view&id=2202&Itemid=361 [sidefx.com] .
In the provided scene file there is an example named Particle_Disturbance which doesn't work as expected. Unlike the video example the particles always move back to their original position after they have been influenced by a force. I couldn't find a way so that it works like in the tutorial. Did I miss something here?
I'm on Houdini 13 free Apprentice Edition.
Edit: The other examples involving a force show the same behaviour. After the force stops being applied, all particles jump back to their birth position.
-
- Quick Links