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Houdini Lounge » Fixing slow selection problem with ATI cards
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Just tried it with a lower profile ATI HD 4830, and it didn´t solve the problem… maybe you know other magical numbers?
Technical Discussion » Iso Offset and Rest Position
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Thanks Seb!
That´s right, in fact part of the problem was that I wanted to get the attributes into the same volume ops:
I didn´t know how to bring sop attributes (in this case “rest”) from the particle simulation to the volume that the IsoOffset generates. It´s already solved. I´ll post the link to the posts that helped me tomorrow as I can´t find them right now, they are very interesting.
That´s right, in fact part of the problem was that I wanted to get the attributes into the same volume ops:
I didn´t know how to bring sop attributes (in this case “rest”) from the particle simulation to the volume that the IsoOffset generates. It´s already solved. I´ll post the link to the posts that helped me tomorrow as I can´t find them right now, they are very interesting.
Technical Discussion » Iso Offset and Rest Position
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Is it possible to use rest position with an Iso Offset SOP? So that the billowy smoke shader can use it for sticking the noise to the volume that the IsoOffset node generates.
Technical Discussion » making realistic clouds
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Houdini Lounge » Right way to set up Volume Shadows?
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stay away from point lights, use spotlight or distant light, and frequently you´ll need to use large (1024) or huge (4096) shadow maps depending on the detail amount.
pay attention to every point loopyllama mentioned
and also make sure that the .rat file isn´t being overrided by another hip file that´s rendering depth map shadows with the same name on the same folder (it happened to me more than once).
hope it helps
pay attention to every point loopyllama mentioned
and also make sure that the .rat file isn´t being overrided by another hip file that´s rendering depth map shadows with the same name on the same folder (it happened to me more than once).
hope it helps
Technical Discussion » using SOP attributes in DOP (dop basics...)
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thanks Allegro! I know I can do that in POP but I tink it gives quite different results, I´ll check your file and let you know!
Technical Discussion » using SOP attributes in DOP (dop basics...)
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Hi, I´m starting with DOPs and having a really basic problem:
I have a particle simulation that I´m solving using a Particle Fluid Solver.
I would like the simulation to take into account the attributes that the particles are given in SOP
say: if $FALL is 1 on a specific particle/point, the Gravity DOP would also use $FALL (created in SOP) as the value of the gravity on that specific particle/point.
Is that possible?
and even better: is it possible to control a blend solver DOP using per-point SOP attributes?
thanks!
pencha :?:
I have a particle simulation that I´m solving using a Particle Fluid Solver.
I would like the simulation to take into account the attributes that the particles are given in SOP
say: if $FALL is 1 on a specific particle/point, the Gravity DOP would also use $FALL (created in SOP) as the value of the gravity on that specific particle/point.
Is that possible?
and even better: is it possible to control a blend solver DOP using per-point SOP attributes?
thanks!
pencha :?:
Houdini Lounge » Real-time sound variation
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I managed to get a pitch/volume configuration… try using it with your drawing tablet and you have a theremin! :wink:
There are some things I need to fix, but I´ll post the hip when finished… thanks andrew!
EDIT: I couldn´t manage to complete the hip, got sidetracked with other projects… It would need an echo setting and something to make the sound “flow” instead of being a lot of cutted sequences to achieve the spooky “theremin” feel but this is above my actual chops knowledge
There are some things I need to fix, but I´ll post the hip when finished… thanks andrew!
EDIT: I couldn´t manage to complete the hip, got sidetracked with other projects… It would need an echo setting and something to make the sound “flow” instead of being a lot of cutted sequences to achieve the spooky “theremin” feel but this is above my actual chops knowledge
Houdini Lounge » Real-time sound variation
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I´m feeding a constant (that varies according to the mouse possition) to the first input of an oscillator. The wave reacts OK in its graphical representation when I move the mouse, but no sound is heard during playback. (I´m trying to get real-time sound variation with a mouse)
Does anyone has an idea on how to do that or any example file in real-time sound variation in Houdini?
Does anyone has an idea on how to do that or any example file in real-time sound variation in Houdini?
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