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Houdini Lounge » Wavefront OBJ/MTL
- kuba
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Technical Discussion » Simple modeling question: tubes blend into sphere
- kuba
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Technical Discussion » Simple modeling question: tubes blend into sphere
- kuba
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You need to use surfsect SOP to trim tubes in a right palace. There is one problem though - the way this operator works is to accept only two surfaces at a time. This means you have to iterate over all of your tubes (if you have many) and intersect recursively with the sphere. Use forEach sop and uncheck “Merge Results”).
This operator is very useful, although it tends to be slow with more complex situations. Have a look at the attached file and check out how it works.
Kuba
This operator is very useful, although it tends to be slow with more complex situations. Have a look at the attached file and check out how it works.
Kuba
Technical Discussion » Houdini -> CAD
- kuba
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Hi Jonathan,
Although Houdini is a powerful piece of software you don't have many options of CAD exporters to choose from. In fact there are only two of them - dxf or iges - the later one support wider types of geometries imho. I've been using Houdini and Rhino in tandem for a long time. Rhino nowadays is a standard package in a design field and deals quite well with iges stuff. Furthermore it allows to export your model into various 2D formats. So I would use it for exporting. Unfortunately this was the fastest and most flexible approach.
On the other hand, if you are brave enough you can mock up a custom exporter yourself. Python & Houdini's procedural workflow makes the process not that difficult.
What I'd love to see in houdini is a native support for 3dm format (open nurbs - if I haven't mixed things).
I was also wondering at which stage are you planning to use Houdini in the design process. Do you want to draft in houdini or model based on imported 2D drawings? I find houdini's drafting tools a bit behind the other professional CAD software.
kuba
Although Houdini is a powerful piece of software you don't have many options of CAD exporters to choose from. In fact there are only two of them - dxf or iges - the later one support wider types of geometries imho. I've been using Houdini and Rhino in tandem for a long time. Rhino nowadays is a standard package in a design field and deals quite well with iges stuff. Furthermore it allows to export your model into various 2D formats. So I would use it for exporting. Unfortunately this was the fastest and most flexible approach.
On the other hand, if you are brave enough you can mock up a custom exporter yourself. Python & Houdini's procedural workflow makes the process not that difficult.
What I'd love to see in houdini is a native support for 3dm format (open nurbs - if I haven't mixed things).
I was also wondering at which stage are you planning to use Houdini in the design process. Do you want to draft in houdini or model based on imported 2D drawings? I find houdini's drafting tools a bit behind the other professional CAD software.
kuba
Houdini Lounge » linux or windows?
- kuba
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In pre render script you can for instance enable/disable certain objects in your scene before rendering, or while on cygwin/linux build create a complete new folder structure reflecting your ROPs naming convention. In the post render script you could take a rendered sequence and convert it to another format (jpg prevs of pic/rat seq) or create a quicktime using ffmpeg tool etc.
Houdini Lounge » Wavefront OBJ/MTL
- kuba
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This is a quick and dirt way to create mtl files based on the primitive groups in your geometry. Use the supplied file naming convention (.$F.obj) or otherwise it won't work.
http://dl.dropbox.com/u/6454372/temp/OutputMtl.otl [dl.dropbox.com]
http://dl.dropbox.com/u/6454372/temp/OutputMtl.otl [dl.dropbox.com]
Technical Discussion » Vray & Houdini
- kuba
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JoeMislang
that guys made such pipeline
http://rendering.ru/ [rendering.ru]
This one is even better
http://audenmedia.com/michael/?p=78 [audenmedia.com]
Houdini Lounge » why mantra renderer is so so so slow?
- kuba
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Nice one Soothsayer! I've never touch the noise parameter before but apparently it has a huge impact on noise quality!
Thanks.
Thanks.
Houdini Lounge » Build curve from points
- kuba
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Have a look at the ‘join curves by proximity’ HDA at this website http://www.kubaroth.com/hda/ [kubaroth.com]
There is a pytony sop inside which does exactly what you are looking for. Instead of sorting prims you need to do a loop over points and their neighbours (excluding previous point) and assign lowest possible value of your custom point attribute. This way you will walk through all the points by jumping between closest neighbours.
Next use sort sop to reorder point numbers and connect them with an add sop.
The tricky part is to prepare the order of the points. This solution is pretty slow considering complex situation, so i'm waiting for a vex solution to tackle the problem
Kuba
There is a pytony sop inside which does exactly what you are looking for. Instead of sorting prims you need to do a loop over points and their neighbours (excluding previous point) and assign lowest possible value of your custom point attribute. This way you will walk through all the points by jumping between closest neighbours.
Next use sort sop to reorder point numbers and connect them with an add sop.
The tricky part is to prepare the order of the points. This solution is pretty slow considering complex situation, so i'm waiting for a vex solution to tackle the problem
Kuba
Houdini Lounge » Build curve from points
- kuba
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Use a sort sop and create a curve with a add sop (group tab, if I remember corectly - don't have houdini in front)
Technical Discussion » Houdini 11 and Visual Studio 2005
- kuba
- 345 posts
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Just a note, in order to compile 64bit plugins you need to use 64bit compiler which is missing in VS Express. HDK version depends on houdini version (command line) you are currenty running.
Technical Discussion » houdini-bin not recognized by gdb on OS X
- kuba
- 345 posts
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Technical Discussion » Bullet physics implementation and other stuff
- kuba
- 345 posts
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Technical Discussion » Bullet physics implementation and other stuff
- kuba
- 345 posts
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In the shell type proto-install. This list are experimetal OPs which come with a standard Houdini install. Feedback SOP is the operator you are looking for.
I'm not sure what you are heading for, you can also try foreach SOP with Merge results off.
kuba
I'm not sure what you are heading for, you can also try foreach SOP with Merge results off.
kuba
Houdini Lounge » using Houdini, NURBS and all?
- kuba
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Hmmm, could you post a hip file, i submitted an RFE over a year ago so maybe it's been improved. What i meant is that you will not be able to trim again a surface (project a new curve and trim) if it is already trimmed.
Houdini Lounge » using Houdini, NURBS and all?
- kuba
- 345 posts
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Iges is currently the best option. From rhino if I remember correctly softimage settings gave good results.
Houdini Lounge » using Houdini, NURBS and all?
- kuba
- 345 posts
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Hi Paul,
I have bad news for you, sorry about that - NURBS in houdini are ok only for simple modeling projects. When it comes to complex operations such as trims or surface intersections it lacks accuracy and speed. The limitations very quickly drove me mad and I was forced to use Rhino only for those two. (btw. Houdini doesn't support multiple trims on one surface). In addition viewport it's not imho as intuitive as in Rhino (especially selections).
On the other hand you can improve tools yourself (as I did in the end with python and sops tweaks), unfortunately you can't workaround everything, it tends to be slow in heavier scenes. The only solution then is to port the code to HDK. Sadly I wouldn't expect any improvements in the next major builds down the road, since NURBS have very low priority in the houdini development and after all it is mainly a vfx software.
:?
I have bad news for you, sorry about that - NURBS in houdini are ok only for simple modeling projects. When it comes to complex operations such as trims or surface intersections it lacks accuracy and speed. The limitations very quickly drove me mad and I was forced to use Rhino only for those two. (btw. Houdini doesn't support multiple trims on one surface). In addition viewport it's not imho as intuitive as in Rhino (especially selections).
On the other hand you can improve tools yourself (as I did in the end with python and sops tweaks), unfortunately you can't workaround everything, it tends to be slow in heavier scenes. The only solution then is to port the code to HDK. Sadly I wouldn't expect any improvements in the next major builds down the road, since NURBS have very low priority in the houdini development and after all it is mainly a vfx software.
:?
Houdini Lounge » colours in volumevop
- kuba
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I'm having troubles to read colours in a volume vop. Since each colour is treated as a separate volume how should I separate them inside vop network to have an access to the red channel?
Cheers,
kuba
Cheers,
kuba
Houdini Lounge » render farm supporting houdini
- kuba
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Robert, is there any way we could find out which version build is installed on the cloud? I run in the past on incompatibilities issues since the cloud's workstatation had obsolate daily build running (11.0.426 afaik). Would be nice to have at least a control before submission to check which build they are using or preferably force Amazon to use a production version instead
Technical Discussion » dxf from autocad
- kuba
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aedal
Given that the dxfs give me a series of lines can anyone tell me how i might turn these lines into faces?
That's a huge topic, the shortest answer is triangulate2d but this will give you convex hull, so you need to build yourself a point in poligon test to remove outsie faces.
Another way is to use add sop and enable create polygon from points (dont remember right now the right naming) unfortunately this method won't work with most of dxfs since edges order is not taken into consideration.
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