tmdag
updated my previous post.
Sidefx helped with solution:
add ‘HOUDINI_USE_HFS_PYTHON=1’ to houdini.env file and that fixed my problems.
Should be marked as a SOLVED reply. This is the Only solution worked in Debain 9.
tmdag
updated my previous post.
Sidefx helped with solution:
add ‘HOUDINI_USE_HFS_PYTHON=1’ to houdini.env file and that fixed my problems.
arctor
Houdini > 1 unity = 1 meter
Maya > 1 unit = 1 centimeter
if your object in Maya is 180 units tall in Y (6 foot man)
then to send this model to Houdini you can do one of the following:
in Maya - scale the object UP by 100, then export
or
in Houdini - import the object and scale DOWN by 100 (x 0.01)
this will result in an object that is 1.8 units tall in Y - (1.8 meters)
then to go back to Maya do the reverse
in Houdini - scale the object UP by 100
or
in Maya - import the object and scale DOWN by 100
hth
przems
http://www.digitaltutors.com/tutorial/1916-Using-Houdini-Engine-to-Simulate-Finite-Elements-in-Maya [digitaltutors.com]
http://www.digitaltutors.com/tutorial/2130-Modeling-for-Dynamics-in-Houdini-and-Maya [digitaltutors.com]
this path can talk around this, Houdini has default settings 1meter-1kg for dynamics if i remember. You can use houdini tool plugin for maya for switch & test scales.
Joker386cgvirus
Please share with me if you have some better suggestion on this technique.
Link: https://vimeo.com/140486757 [vimeo.com]
Hi ,this technique is great and it's behave like Clone in C4D , but if you like to know about some better techniques , I suggest you to check these methods too :
1. for iterating over all boxes , you don't need to use Connectivity SOP , because the Copy SOP can put each Box in unique group by turnning on Create Output Groups parameter , Just use this expression in the Output Group :
Box$PT
then in the ForEach SOP use Box* for mask.
2. Although Foreach SOP is a good tool for doing your goal , But it's so slow for more complex projects !
the faster methods are using Stamp function in the Copy SOP or using points attribute before Copy SOP.
Point's Attributes method is faster than Stamp method , for using this method you can add some attributes for rotation such as orient or even using up and n vectors , I'll make a simple project about these methods for you and check it , I think Point's Attribute method is about 20 times faster than ForEach SOP method !!! :idea:
Robert Glotzbachcgvirus
You can attach the file here. I can watch it if you want. Cheers!
Thanks a lot for your offer, I have it solved.
The attribute vop kept giving an error about not recognizing the Cd attribute, but after a restart of houdini it works all perfectly, a bug I guess.
Regards, Robert
Robert Glotzbach
Thank you so much for making this!
It was very much FUN to watch and above all very helpfull to me.
If you are going to make more of the: I'm all inn.
Kind regards, Robert Glotzbach
PS: Don't have it working… How did you set up the “foreach vop”?
jeff
Also look at the expression cookbook in the help.
http://www.sidefx.com/docs/houdini14.0/ref/expression_cookbook [sidefx.com]
It has examples of some of the expression functions on simple input geometry.
tamte
you can just read the help, there is not so many of them
and once you read the description it may make sense to you how to use it
http://www.sidefx.com/docs/houdini14.0/expressions/ [sidefx.com]
as well as VEX
http://www.sidefx.com/docs/houdini14.0/vex/functions/ [sidefx.com]
at least that's how I learned them, occasionally scan through function lists in new versions of houdini to discover new functions that usually can save lives
it's much faster way to wait for some file or tut to come around that is actually using them
Ben Watts
Is this what you're trying to achieve?
I made a crown splash setup a little while back. http://on.fb.me/1dRlgng [on.fb.me]
moogtastic
That's very cool, would love to know more about how to drive FLIP with those normals