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Houdini Indie and Apprentice » Freeze Position (Python ideally) or Vex
- 212A
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Houdini Indie and Apprentice » Freeze Position (Python ideally) or Vex
- 212A
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Hi there,
I've got an object that moves in space randomly, I want to know how i can freeze its position in space after a certain time so it stops moving?
I've got an object that moves in space randomly, I want to know how i can freeze its position in space after a certain time so it stops moving?
Houdini Indie and Apprentice » copy geometry by an exact amount
- 212A
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Houdini Indie and Apprentice » copy geometry by an exact amount
- 212A
- 21 posts
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I have some geometry i'm trying to copy (shown image 0)
but when i copy it to points that are distributed by a certain distance the vertices don't meet properly(see image1)
I used the measure sop to define a distance (shown image 2)
I then used the resample node to specify the distance between each point on the curve(image 3)
but unfortunately the vertices do not touch. Is there a way to feed the measure attribute length back to the resample node. Or is the number too long that houdini just won't copy it exactly.
but when i copy it to points that are distributed by a certain distance the vertices don't meet properly(see image1)
I used the measure sop to define a distance (shown image 2)
I then used the resample node to specify the distance between each point on the curve(image 3)
but unfortunately the vertices do not touch. Is there a way to feed the measure attribute length back to the resample node. Or is the number too long that houdini just won't copy it exactly.
Houdini Learning Materials » Grouping neigbouring primitives which share the same vertex
- 212A
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Hi there,
I was wondering if i could brainstorm a method here. Attached you can see a pentagonal tiling grid. Each line is a primitive and i want to figure out the best way possible to get any primitive and store it's neigbouring primitives.
You can see in the image attached that primitive 471 has 4 neighbour primitives: 464,509,506,444.
I thought that if i make a list for each primitives 2 point vectors and compare these to a list of all point vectors that i would find duplicate vectors and group these, but then i would also need to know the primitives associated with those vectors, not sure how to do this bit?
If anyone has any suggestions i'd appreciate it.
planning to do this in python as i am more familiar with it
I was wondering if i could brainstorm a method here. Attached you can see a pentagonal tiling grid. Each line is a primitive and i want to figure out the best way possible to get any primitive and store it's neigbouring primitives.
You can see in the image attached that primitive 471 has 4 neighbour primitives: 464,509,506,444.
I thought that if i make a list for each primitives 2 point vectors and compare these to a list of all point vectors that i would find duplicate vectors and group these, but then i would also need to know the primitives associated with those vectors, not sure how to do this bit?
If anyone has any suggestions i'd appreciate it.
planning to do this in python as i am more familiar with it
Edited by 212A - May 2, 2017 18:17:34
Houdini Indie and Apprentice » installing LEAP motion module in Houdini
- 212A
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hi there,
I've gotten my leap motion controller working outside of houdini with a python script, but when installing the module
in the directory:
C:\Program Files\Side Effects Software\Houdini 15.0.459\python27
tried this directory also as suggested on the forums but no luck
C:\Program Files\Side Effects Software\Houdini 15.0.459\houdini\python2.7libs
i get this error:
Error: Python error: Traceback (most recent call last):
File “<stdin>”, line 7, in <module>
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.459\python27\lib\Leap.py”, line 28, in <module>
LeapPython = swig_import_helper()
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.459\python27\lib\Leap.py”, line 20, in swig_import_helper
import LeapPython
ImportError: No module named LeapPython
i then import the LeapPython.pyd file into the relevant folder in DLL where all the other pyd files live
then i got the following error:
ImportError: DLL load failed: %1 is not a valid Win32 application.
then it occurred to me that in the console window i am using:
Python 2.7.5 (default, Oct 24 2013, 17:49:49) MSC v.1700 64 bit (AMD64) on win32
and the script was working outside houdini because my python i am using: (with the leap motion 32bit module)
Python 2.7.11 (v2.7.11:6d1b6a68f775, Dec 5 2015, 20:32:19) MSC v.1500 32 bit (Intel) on win32
so then i thought i need to put the 64bit version of LeapPython.pyd in the DLL folder
so this stopped the errors from appearing in houdini but then i get nothing happening in the viewport & no print statements.
Here is the file attached
i'm basically trying to move the pig head 10cm in the ‘x’ direction everytime i produce a poke gesture with my hand. but nothing happens???
I've gotten my leap motion controller working outside of houdini with a python script, but when installing the module
in the directory:
C:\Program Files\Side Effects Software\Houdini 15.0.459\python27
tried this directory also as suggested on the forums but no luck
C:\Program Files\Side Effects Software\Houdini 15.0.459\houdini\python2.7libs
i get this error:
Error: Python error: Traceback (most recent call last):
File “<stdin>”, line 7, in <module>
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.459\python27\lib\Leap.py”, line 28, in <module>
LeapPython = swig_import_helper()
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.459\python27\lib\Leap.py”, line 20, in swig_import_helper
import LeapPython
ImportError: No module named LeapPython
i then import the LeapPython.pyd file into the relevant folder in DLL where all the other pyd files live
then i got the following error:
ImportError: DLL load failed: %1 is not a valid Win32 application.
then it occurred to me that in the console window i am using:
Python 2.7.5 (default, Oct 24 2013, 17:49:49) MSC v.1700 64 bit (AMD64) on win32
and the script was working outside houdini because my python i am using: (with the leap motion 32bit module)
Python 2.7.11 (v2.7.11:6d1b6a68f775, Dec 5 2015, 20:32:19) MSC v.1500 32 bit (Intel) on win32
so then i thought i need to put the 64bit version of LeapPython.pyd in the DLL folder
so this stopped the errors from appearing in houdini but then i get nothing happening in the viewport & no print statements.
Here is the file attached
i'm basically trying to move the pig head 10cm in the ‘x’ direction everytime i produce a poke gesture with my hand. but nothing happens???
Edited by 212A - Jan. 11, 2017 04:58:34
Houdini Indie and Apprentice » world transform matrix for camera from houdini to cinema4d
- 212A
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thanks Bonsak, i figured it out, i don't want to bring in an asset from houdini and use it's matrix, i just want to bring the transform matrix and camera res information in through python. My UDP link works live now without lag as i adjust the camera in Houdini it updates in cinema, i just had to make sure that in cinema i was redrawing the view as the matrix information was coming but not updating
.
.
Edited by 212A - Dec. 26, 2016 19:18:19
Houdini Indie and Apprentice » world transform matrix for camera from houdini to cinema4d
- 212A
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so i have the world transform matrix for a camera in houdini, i now want set this matrix correctly in cinema, i'm close but i keep having to fiddle with the negative and positive of the vectors that make the matrix, which doesn't seem sensible. after i've got this cracked i'm going to set up a udp link so the camera updates from houdini live as the transform matrix changes. i'll have to export the focal length and aperture separately.
the blue camera is where the camera is suppose to be and the white is the camera i'm trying to set to the blue's position
the blue camera is where the camera is suppose to be and the white is the camera i'm trying to set to the blue's position
Edited by 212A - Dec. 4, 2016 11:29:41
Houdini Indie and Apprentice » laser line intersection
- 212A
- 21 posts
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hi there,
i'm trying to delete or shift these prisms based on if they intersect with more then 1 laser line. any help would be much appreciated.
a
i'm trying to delete or shift these prisms based on if they intersect with more then 1 laser line. any help would be much appreciated.
a
Edited by 212A - Sept. 26, 2016 18:19:58
Houdini Indie and Apprentice » fade out scale -squid skin
- 212A
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thanks BabaJ trying to make an fibreoptic squid skin wall
learnt a lot from this forum, i also find the cg wiki really helpful
learnt a lot from this forum, i also find the cg wiki really helpful
Houdini Indie and Apprentice » fade out scale -squid skin
- 212A
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Houdini Indie and Apprentice » fade out scale -squid skin
- 212A
- 21 posts
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i tried using a solver node to effect this surface. I can't get the solver node to fade out over time though, so that the colour AND the scale stops after some trailage.I know it's something to do with the interpolation bias because normally lowering that fades the colour out so i assume the same would happen if i applied it to the scaleweight attribute but no, any help would be much appreciated.
a
a
Houdini Learning Materials » squid skin
- 212A
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unrelated question 2:
I have a surface that i've generated with a vop shader for content, the content is baked out using the bake texture node and then brought back into houdini and baked out as a texture atlas using the mosaic node in the composite tab. The texture atlas is then loaded into unreal engine, it animates and is mapped correctly, but it has pixelated borders for each pixel.
I want to create a texture atlas that doesn't draw each polygon it just represents it as a squaregrid (uv grid?), so that it takes up less room on the texture atlas sheet. Unless there is a better way that anyone knows of that i'm not seeing?
a
I have a surface that i've generated with a vop shader for content, the content is baked out using the bake texture node and then brought back into houdini and baked out as a texture atlas using the mosaic node in the composite tab. The texture atlas is then loaded into unreal engine, it animates and is mapped correctly, but it has pixelated borders for each pixel.
I want to create a texture atlas that doesn't draw each polygon it just represents it as a squaregrid (uv grid?), so that it takes up less room on the texture atlas sheet. Unless there is a better way that anyone knows of that i'm not seeing?
a
Edited by 212A - July 25, 2016 15:37:23
Houdini Learning Materials » squid skin
- 212A
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COOL thanks for the example, i tried using some particles and a solver node to effect the squid surface with motion fx. I can't get the solver node to die over time though, so that the colour and the scale stops after some trailage.I know it's something to do with the interpolation bias because normally lowering that fades the colour out so i assume the same would happen if i applied it to the scaleweight attribute but no
Houdini Learning Materials » squid skin
- 212A
- 21 posts
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yep i'll definitely keep you posted. Hopefully get this entire rig working by this weekend. How do you create animated UV's?
A
A
Houdini Learning Materials » squid skin
- 212A
- 21 posts
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thanks so much that helped hugely. i'm going to render it in cinema 4d, but i didn't know about the principal shader.
thanks
a
thanks
a
Houdini Learning Materials » squid skin
- 212A
- 21 posts
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I have a surface that i've populated with changing disc scales(see attached). I was wondering if i could be animating this scene in a smarter way that doesn't take such a speed hit when previewing the effect, eventually my surface will have over 5000 pixels.
Edited by 212A - July 18, 2016 17:09:00
Houdini Indie and Apprentice » store colour data from line node (csv file)
- 212A
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I have a simple line node, with 3 coloured square polygons which sit randomly along the line.
I want to be able to store/collect the data for the line so it reads:
line0 = red,green,purple
going forward i will have many lines with a maximum of 4 different types of colours intersecting eachline
e.g.
line 1 = red,blue
line 2 =green,red,blue,purple
line 3 = green,blue
etc
it would be good to store this data as a csv file to open in excel
any help would be much appreciated
a
Edited by 212A - July 3, 2016 12:33:50
Houdini Engine for Unreal » Animated texture from Houdini to Unreal Engine
- 212A
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I've got a houdini asset with a procedural texture applied to it(noise shader), I have then stored the Cd values of the vertices inside a shader(SHOP network), the asset is then loaded into Unreal engine, the texture appears inside unreal correctly but it does not animate, how can i store for every frame in the houdini timeline the texture update so that it comes across in unreal?
I've tried and tested a method using a baked texture and then bringing that into unreal as a texture atlas but i wanted to see if there was a more direct way from houdini to unreal?
any help would be much appreciated
a
I've tried and tested a method using a baked texture and then bringing that into unreal as a texture atlas but i wanted to see if there was a more direct way from houdini to unreal?
any help would be much appreciated
a
Edited by 212A - June 29, 2016 11:45:00
Houdini Engine for Unreal » BAKE PROCEDURALLY ANIMATED CLONES TO TEXTURE AND IMPORT INTO UNREAL ENGINE
- 212A
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it worked thanks guys. I over rid the material with Cd and assigned the shader to the surface,after baking the texture and making a texture atlas with the cop network i loaded it into unreal, 512x512 seemed to work fine bit fuzzy around the edges.The process for baking the texture for 200 frames though started to split the atlas up into several frames in the composite tab.Can one load multiple texture atlases but they still play in sequence inside unreal? I now know that unreal's textures have a limit of just over 8000x8000pixels,so i can't ever make 1 sheet,i will have to load a sequence of atlases.
i'm currently using the flipbook node and texture object for the atlas in unreal, is there a more efficient way that i'm not using?
a
i'm currently using the flipbook node and texture object for the atlas in unreal, is there a more efficient way that i'm not using?
a
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