Hi Vanya,
check the shader "displacement bound" and increase it (I put the "*4" to make it works).
Cheers!
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Houdini Lounge » Hero wave won't render in Mantra
- merlino3d
- 65 posts
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PDG/TOPs » Shotgun Find filters syntax
- merlino3d
- 65 posts
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PDG/TOPs » Shotgun Find filters syntax
- merlino3d
- 65 posts
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Hi John, and thanks for your reply.
The only real filter should be the project id in my case, but using this code doesn't works:
The only real filter should be the project id in my case, but using this code doesn't works:
['project', 'is', {'type': 'Project', 'id': 327}]
Edited by merlino3d - Nov. 14, 2019 14:10:17
PDG/TOPs » Shotgun Find filters syntax
- merlino3d
- 65 posts
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Hi guys,
I'm trying to get all the shots (possibly Tasks, and then the shot field from them), using custom filter in the Shotgun Find node. The problem is I can't make it works correctly. There's some attempt:
I'm not sure what I'm supposed to enter in the custom code.
Thanks in advance for your help!
Marco
I'm trying to get all the shots (possibly Tasks, and then the shot field from them), using custom filter in the Shotgun Find node. The problem is I can't make it works correctly. There's some attempt:
#1 filters = [['project', 'is', {'type': 'Project', 'id': 327}]] #2 filters = [['project', 'is', {'type': 'Project', 'id': 327}], ['entity.Shot.code', 'is', p.shotKnob.value()]] #3 [['project', 'is', {'type': 'Project', 'id': 327}], ['entity.Shot.code', 'is', p.shotKnob.value()]] #4 filter = [['project', 'is', {'type': 'Project', 'id': 327}], ['entity.Shot.code', 'is', p.shotKnob.value()]] #5 filter = [['project', 'is', {'type': 'Project', 'id': 327}]]
Thanks in advance for your help!
Marco
Edited by merlino3d - Nov. 14, 2019 14:03:57
PDG/TOPs » Send command and how to read work_item data
- merlino3d
- 65 posts
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PDG/TOPs » Send command and how to read work_item data
- merlino3d
- 65 posts
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Hi guys,
I'd like to understand how to read attribute attached to a work_item from a “sendcommand” node.
For example:
I have a “houdiniserver”,connected to an “attributecreate”, connected to a “sendcommand”.
The “attributecreate” node has 1 string attribute, with ‘name’ as stringname1 and ‘Marco’ as stringvalue1.
The problem is: how can I read stringvalue1 in the “sendcommand” node.
I tried work_item.stringData('name', 0) … work_item.data.stringData('name', 0) … work_item.data('name', 0) … hou.parm('../path/to/attrib') but I can't get that data.
Is there any concept that inhibit that flow of data?
Thanks in advance,
Marco
I'd like to understand how to read attribute attached to a work_item from a “sendcommand” node.
For example:
I have a “houdiniserver”,connected to an “attributecreate”, connected to a “sendcommand”.
The “attributecreate” node has 1 string attribute, with ‘name’ as stringname1 and ‘Marco’ as stringvalue1.
The problem is: how can I read stringvalue1 in the “sendcommand” node.
I tried work_item.stringData('name', 0) … work_item.data.stringData('name', 0) … work_item.data('name', 0) … hou.parm('../path/to/attrib') but I can't get that data.
Is there any concept that inhibit that flow of data?
Thanks in advance,
Marco
Technical Discussion » Cloud FX, Using Painted Attribute
- merlino3d
- 65 posts
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The point here is that the attribute you want to use is not available to the “coud1” operator as you're creating if AFTER its use.
Wire this way: cloud_source>attribcreate1>paint1>cloud1> …
This way you create the attribute and then you can use it.
Wire this way: cloud_source>attribcreate1>paint1>cloud1> …
This way you create the attribute and then you can use it.
Houdini Learning Materials » Rotations, Matrix, Quarternions
- merlino3d
- 65 posts
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Also khanacademy.org is a great place for understanding math, physics and other interesting stuff. It's free, step by step… I found it really useful!
Technical Discussion » Align Faces and Fuse or PolyBridge ?
- merlino3d
- 65 posts
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Just guessing … If the boxes are copied they toke the orientation from the point normal or orientation, you can disable that behaviour so they stay aligned. Also, you can delete the faces in the main box before copying it on points. Then fuse the points. Or use a grid instead of the box and then a skin node, but it depends on what are you trying to achieve.
Technical Discussion » Artifacts in Render (imported obj files)
- merlino3d
- 65 posts
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Technical Discussion » Align Faces and Fuse or PolyBridge ?
- merlino3d
- 65 posts
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Technical Discussion » Randomly choose between mutliple source objects for copy To operation
- merlino3d
- 65 posts
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hey Eco! If there's no specific reason you must use “copy to geometry”, I think you should use “copy stamp” instead.
Check this video:
https://www.sidefx.com/tutorials/copy-stamping-node/ [www.sidefx.com]
the idea is the same but you'll stamp the random value on a switch node in your left branch. The input for the switch node are all the objects you want to scatter.
I hope this can help
Check this video:
https://www.sidefx.com/tutorials/copy-stamping-node/ [www.sidefx.com]
the idea is the same but you'll stamp the random value on a switch node in your left branch. The input for the switch node are all the objects you want to scatter.
I hope this can help
Technical Discussion » Scales VOP ironically will not scale.
- merlino3d
- 65 posts
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Technical Discussion » Packed RBD sims change the behavior with or without UV's
- merlino3d
- 65 posts
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I'd like to understand why if I sim some packed primitives without UVs I have an output and if I sim the same packed primitives with UV's the sim looks different.
I already found a workaround for the situation: just select to import the points in the “dopio” and then I use the transform pieces node, but I'd like to understand the “why”
Cheers!
I already found a workaround for the situation: just select to import the points in the “dopio” and then I use the transform pieces node, but I'd like to understand the “why”
Cheers!
Technical Discussion » Pillow
- merlino3d
- 65 posts
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I think you should check this as you'll be working basically with noises:
https://vimeo.com/75313908 [vimeo.com]
https://vimeo.com/75313908 [vimeo.com]
Technical Discussion » Node Snowflake icon
- merlino3d
- 65 posts
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The “snowflake” should be that the node is locked [www.sidefx.com] so it's not cooking the input anymore. Just right click => Flags => Lock/Unlock and it should works… I hope!
Technical Discussion » select the largest in each group
- merlino3d
- 65 posts
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Maybe you can use a foreach, based on group (I think you should create an attribute from the groups for that), promote the attribute @foo to detail using “max” option when promoted and than check if the primitive attribute is == to the detail attribute … and … can you share your file?
Houdini Indie and Apprentice » Fireflies
- merlino3d
- 65 posts
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In the scene all the objects are “Houdini generated”? Or something is imported? Can you share the file?
Technical Discussion » Bake procedural texture Cd to uvs
- merlino3d
- 65 posts
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Hi guys! Thanks a lot!
I tried the bake texture ROP but I can't make it works as I would expect.
And the camera above the grid is the solution I'm using right now, orthogonal and cropped by the grid itself. But I think there should be a better workflow for a simple bake… at least I hope so
Thanks!
I tried the bake texture ROP but I can't make it works as I would expect.
And the camera above the grid is the solution I'm using right now, orthogonal and cropped by the grid itself. But I think there should be a better workflow for a simple bake… at least I hope so
Thanks!
Technical Discussion » Bake procedural texture Cd to uvs
- merlino3d
- 65 posts
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Hey guys,
I'm creating a procedural texture over a grid (with vertex UVs) and I need to extract the Cd texture procedurally generated as a texture that I can read back as file.
Which is the correct way of doing this?
Thanks in advance!
Marco
I'm creating a procedural texture over a grid (with vertex UVs) and I need to extract the Cd texture procedurally generated as a texture that I can read back as file.
Which is the correct way of doing this?
Thanks in advance!
Marco
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