Hello all,
I was just wondering if the scene files of any of the pyro demos had been made available anywhere. In particular the rocket launch, tank on fire, or the building fire.
I'd love to have a quick look through these.
Thanks a lot.
Found 33 posts.
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Houdini Lounge » Pyro example scenes
- jimbob8s
- 34 posts
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Houdini Lounge » polygon extrude
- jimbob8s
- 34 posts
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Houdini Lounge » polygon extrude
- jimbob8s
- 34 posts
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Hello guys,
just a quick question that I was hoping someone may be able to help me out with.
I have a number of polygons some of which are in a group. I am then extruding all the polygons. I was wondering if there was a quick and easy way to have the new polygons created from the extrude inherit the groups that they were extruded from.
Thanks for any help.
just a quick question that I was hoping someone may be able to help me out with.
I have a number of polygons some of which are in a group. I am then extruding all the polygons. I was wondering if there was a quick and easy way to have the new polygons created from the extrude inherit the groups that they were extruded from.
Thanks for any help.
Technical Discussion » camera projection distortion
- jimbob8s
- 34 posts
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It occurs both in the scene and at render time.
The problem I have is that I need low resolution geometry, but if I use this the projection gets distorted and I cannot line the geometry up with the textures sufficiently.
The problem I have is that I need low resolution geometry, but if I use this the projection gets distorted and I cannot line the geometry up with the textures sufficiently.
Technical Discussion » camera projection distortion
- jimbob8s
- 34 posts
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In order to do a camera projection I am using the uv texture node and changing the perspective type to projection through camera. I then assign a constant shader with the image that I want to project.
However, the projected image becomes distorted if the geometry has a low resolution. This occurs even on a simple grid and I can't quite understand why it happens.
Does anybody know what causes this and if the is a way around it without subdividing the geometry?
thanks a lot.
However, the projected image becomes distorted if the geometry has a low resolution. This occurs even on a simple grid and I can't quite understand why it happens.
Does anybody know what causes this and if the is a way around it without subdividing the geometry?
thanks a lot.
Technical Discussion » particles from a point attribute
- jimbob8s
- 34 posts
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Thanks a lot for the quick reply!
That does actually perfectly answermy question, but maybe i should have been a bit more clear. What i'm really trying to achieve is to use a point attribute as the birth probability for the particles. The attribute I am using has a gradient on it and I need this to reflect the nu,mber of particles being birthed. Also, I am using a set of points as the emitter and cannot give them a primitive attribute.
Thanks again!
That does actually perfectly answermy question, but maybe i should have been a bit more clear. What i'm really trying to achieve is to use a point attribute as the birth probability for the particles. The attribute I am using has a gradient on it and I need this to reflect the nu,mber of particles being birthed. Also, I am using a set of points as the emitter and cannot give them a primitive attribute.
Thanks again!
Technical Discussion » particles from a point attribute
- jimbob8s
- 34 posts
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Hello guys,
I was just wondering if anyone knew how to emit particles based on a point attribute?
This was just something that I've encountered and couldnt quite work out how to do.
Thanks for any help!
I was just wondering if anyone knew how to emit particles based on a point attribute?
This was just something that I've encountered and couldnt quite work out how to do.
Thanks for any help!
Houdini Lounge » Rendering overscans?
- jimbob8s
- 34 posts
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Sorry guys.
Ive just sorted this out by changing the resolutions of the camer and increasing the screen window size in the view tab of the camera.
Thanks all the same!
Ive just sorted this out by changing the resolutions of the camer and increasing the screen window size in the view tab of the camera.
Thanks all the same!
Houdini Lounge » Rendering overscans?
- jimbob8s
- 34 posts
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Hi guys,
Im not to sure if this is a silly question or not, but is there a way to render an overscan in houdini?
Ive never had to do this before and can't seem to find a setting for it.
Thanks for any help!
Im not to sure if this is a silly question or not, but is there a way to render an overscan in houdini?
Ive never had to do this before and can't seem to find a setting for it.
Thanks for any help!
Technical Discussion » vex sop
- jimbob8s
- 34 posts
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Thanks a lot Keyframe,
that was really helpful. To be honest that was pretty much exactly what I was trying to do.
Whenever I write code I tend to use printf statements to debug it and I think this is where the confusion was coming in. It appears that in vex these dont get printed in the order you would expect, possibly because of the SIMD structure but it does however seem to work on the points fine.
(I may be completely wrong with the above statement but that is what it seemed like to me).
Thanks again.
that was really helpful. To be honest that was pretty much exactly what I was trying to do.
Whenever I write code I tend to use printf statements to debug it and I think this is where the confusion was coming in. It appears that in vex these dont get printed in the order you would expect, possibly because of the SIMD structure but it does however seem to work on the points fine.
(I may be completely wrong with the above statement but that is what it seemed like to me).
Thanks again.
Technical Discussion » vex sop
- jimbob8s
- 34 posts
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Thanks for your help guys,
I'll give this a go as soon as i get an opportunity. However, is there a way to solve this problem in vex? I can just imagine this being a problem that can come up again at some point.
I'll give this a go as soon as i get an opportunity. However, is there a way to solve this problem in vex? I can just imagine this being a problem that can come up again at some point.
Technical Discussion » vex sop
- jimbob8s
- 34 posts
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Thanks Symek,
Thats seems to make some sort of sense. However is there a way to overcome this?
I'll sumarise my problem to make it a bit clearer.
I have a curve and each point has an attribute called x.
I now need to make an attribute for each point called y, which is an accumulation of the x attribute of all the points that preceed it.
Eg:
POINT NUM________ X___________ Y
____ 0_____________ 3 ___________3
____1______________2 ___________ 5 (3 + 2)
____2 _____________ 4____________9 (3 + 2 + 4)
____3 ______________1___________10 (3 + 2 + 4 + 1)
I figured that the best way to do this would be to cycle through all of the points that come before the current one and use the import() function to get their x attribute with can then be cumulatively added to give the y value for the current point.
I hope that maes some sort of sense.
Thats seems to make some sort of sense. However is there a way to overcome this?
I'll sumarise my problem to make it a bit clearer.
I have a curve and each point has an attribute called x.
I now need to make an attribute for each point called y, which is an accumulation of the x attribute of all the points that preceed it.
Eg:
POINT NUM________ X___________ Y
____ 0_____________ 3 ___________3
____1______________2 ___________ 5 (3 + 2)
____2 _____________ 4____________9 (3 + 2 + 4)
____3 ______________1___________10 (3 + 2 + 4 + 1)
I figured that the best way to do this would be to cycle through all of the points that come before the current one and use the import() function to get their x attribute with can then be cumulatively added to give the y value for the current point.
I hope that maes some sort of sense.
Technical Discussion » vex sop
- jimbob8s
- 34 posts
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I was just wondering if anyone could offer some advice on creating a sop in vex.
Im coming across something that I really wouldnt expect with the order in which it processes points.
If, for example, I have a simple piece of code as below:
for(i=0; i<=ptnum; i++ )
{
printf(“i = %d\n”, i);
}
I would expect the folowing output:
i = 0
i = 0
i = 1
i = 0
i = 1
i = 2
i = 0
i = 1
i = 2
i = 3
etc etc ……
However, I am getting the following (this is being passed a curve of 4 points):
i = 0
i = 0
i = 0
i = 0
i = 0
i = 1
i = 1
i = 1
i = 2
i = 2
i = 3
Can anyone enlighten me as to why this is?
Thanks a lot.
Im coming across something that I really wouldnt expect with the order in which it processes points.
If, for example, I have a simple piece of code as below:
for(i=0; i<=ptnum; i++ )
{
printf(“i = %d\n”, i);
}
I would expect the folowing output:
i = 0
i = 0
i = 1
i = 0
i = 1
i = 2
i = 0
i = 1
i = 2
i = 3
etc etc ……
However, I am getting the following (this is being passed a curve of 4 points):
i = 0
i = 0
i = 0
i = 0
i = 0
i = 1
i = 1
i = 1
i = 2
i = 2
i = 3
Can anyone enlighten me as to why this is?
Thanks a lot.
Technical Discussion » point access in vops
- jimbob8s
- 34 posts
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Thanks a lot for your response.
I feel like a bit of an idiot because we realised this about 2 minutes after i posted and it then seemed like a very trivial thing.
Thank you anyway.
I feel like a bit of an idiot because we realised this about 2 minutes after i posted and it then seemed like a very trivial thing.
Thank you anyway.
Technical Discussion » point access in vops
- jimbob8s
- 34 posts
- Offline
Hi guys,
Im trying to accomplish something in vops but i need to access attribute values for the point before the one being calculated. Is there any way to do this?
Thanks for any help.
Im trying to accomplish something in vops but i need to access attribute values for the point before the one being calculated. Is there any way to do this?
Thanks for any help.
Technical Discussion » Vex pattern for newbie
- jimbob8s
- 34 posts
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There's a transform node in cops that allows you to tranasform the image. Just put this at the end of your network and you can rotate till your hearts content.
Technical Discussion » Vex pattern for newbie
- jimbob8s
- 34 posts
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hello again Herman,
To get the rings to go from small to large, bring in the global variables vop and plug the x value into the dotsize parameter.
This should give u rings that get larger from left to right.
To give you more control, just add a multiplier.
Tim
To get the rings to go from small to large, bring in the global variables vop and plug the x value into the dotsize parameter.
This should give u rings that get larger from left to right.
To give you more control, just add a multiplier.
Tim
Technical Discussion » Geometry to grid faces
- jimbob8s
- 34 posts
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Off the top of my head, one thing you could do is create a point using an add sop and copy this to your grid.
Inbetween the add and the copy sop you can place a transform sop to move the point so tat it is copied to the centre of each cell of the grid rather than to its points.
Delete any of the points that you do not need and then copy the object to these ne points rather than to the grid.
Im sure there's something more elegant and if I have time I'll ave a look.
Inbetween the add and the copy sop you can place a transform sop to move the point so tat it is copied to the centre of each cell of the grid rather than to its points.
Delete any of the points that you do not need and then copy the object to these ne points rather than to the grid.
Im sure there's something more elegant and if I have time I'll ave a look.
Technical Discussion » vex code to sop
- jimbob8s
- 34 posts
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Herman,
Have a look at this scene.
You'll need to redirect the path of the colour map in the vopsop to you image. Once you have done this you'll get the displacement of the image on the grid. However, for you to get a detailed displacement, you'll have to up the resolution of the grid. The higher the resolution the more detailed the displacement will be.
Alternatively, you could just use a noise function in the vopsop and use this to direct the displacement rather than having to create the noise function, render it out as an image, and then apply it as a displacement map.
hope this helps,
Tim
Have a look at this scene.
You'll need to redirect the path of the colour map in the vopsop to you image. Once you have done this you'll get the displacement of the image on the grid. However, for you to get a detailed displacement, you'll have to up the resolution of the grid. The higher the resolution the more detailed the displacement will be.
Alternatively, you could just use a noise function in the vopsop and use this to direct the displacement rather than having to create the noise function, render it out as an image, and then apply it as a displacement map.
hope this helps,
Tim
Technical Discussion » vex code to sop
- jimbob8s
- 34 posts
- Offline
Sorry Herman,
I didnt quite understand that last post. Did you want to displace the geometry using a noise function, or are you using a noise function to create an image which you then use as the displacement?
I didnt quite understand that last post. Did you want to displace the geometry using a noise function, or are you using a noise function to create an image which you then use as the displacement?
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