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Found 1847 posts.

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Houdini for Realtime » .obj save geometry merges all meshes?

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Enivob
1847 posts
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 Dec. 11, 2019 09:47:06
The merging may be due to all the faces having the same material. Houdini .OBJ output does not seem to forward the assigned material information into the exported .obj file format. The file format does support such features. You can re-write the .OBJ file, on export to add this functionality.

The code basically detects if the 'g' token exists. If it does, it inserts a new token 'usemtl' which many importers look for in breaking up the .OBJ.

There is a thread here, that discusses this.
https://forums.odforce.net/topic/25214-post-processing-an-export/?do=findComment&comment=146948 [forums.odforce.net]
Edited by Enivob - Dec. 11, 2019 09:49:25
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Technical Discussion » How can I convert a curve into a path with python

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Enivob
1847 posts
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 Dec. 11, 2019 09:34:54
I don't think there is any difference between a curve and a path. In Houdini, a path is a list of string characters that points to a file. A curve is a set of points that is connected with edges.
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Technical Discussion » Crowd firing weapon mutual relation

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Enivob
1847 posts
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 Dec. 7, 2019 11:18:58
You can drop some code into a Primitive wrangle and extract the bone points, without unpacking.
matrix prim_xform = primintrinsic(0, "packedfulltransform", @primnum);
for (int i = 0; i < agenttransformcount(0, @primnum); ++i)
{
    matrix world_xform = agentworldtransform(0, @primnum, i) * prim_xform;
    addpoint(0, set(world_xform.wx, world_xform.wy, world_xform.wz));
}
You could use a bone for the weapon and position the tip of the bone at the end of the weapon. This could get you a firing point. I'm not sure how to link triggering from a crowd sim to a standard particle system emission. Perhaps you'd have to run the entire crowd simulation through a full timeline time shift, then present the resulting firing points as an emitter source for the particle system.
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Houdini Indie and Apprentice » Use geometry to deform other piece of geometry?

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Enivob
1847 posts
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 Dec. 7, 2019 11:07:02
Check out this thread on cheap collision deform.
https://forums.odforce.net/topic/30917-cheap-collision-deform/ [forums.odforce.net]
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日本語フォーラム » チャンネルの値を参照してポリゴンを変形させたい[Solved]

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Enivob
1847 posts
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 Dec. 7, 2019 09:26:26
Time is in seconds, not frame. Try
@P.y = chf("pathHeight",0.4);
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Houdini Indie and Apprentice » Can't visualize Fluid Source

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Enivob
1847 posts
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 Nov. 9, 2019 13:39:40
You don't have enough density value. It is there, try scaling density to 10 and it appears. You also have zeroed the Out Feather Length. Try giving it a value greater than zero.

You could also scatter points into the tube. Drop down a wrangle to assign a constant or random density value for the points in the volume, before the fluid source. Change the method to Stamp Points for this to work.
Edited by Enivob - Nov. 9, 2019 13:39:58
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Houdini Lounge » What License Creates . HIP file?

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Enivob
1847 posts
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 Oct. 21, 2019 09:26:57
So if a user is posting a .HIP file, they are running a full purchased version of Houdini, which costs from $2,500 to $7,000?
https://www.sidefx.com/products/compare/ [www.sidefx.com]
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Houdini Lounge » What License Creates . HIP file?

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Enivob
1847 posts
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 Oct. 20, 2019 19:15:40
I'm unclear, what license generates a .HIP file.

Do educational license generate .HIP files?
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Technical Discussion » Flip Tank Explode

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Enivob
1847 posts
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 Oct. 19, 2019 09:10:05
Try cranking up the velocity scale, on the solver and make a RDB hero object, emerge from below.
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Houdini Indie and Apprentice » Trouble creating Volume on a clipped box

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Enivob
1847 posts
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 Oct. 16, 2019 16:49:40
Check Output Back on the polyextrude1 node and disable the isooffset. The scatter will only scatter onto the surface of polygons. If you supply a volume, from the isooffset, it will scatter into the interior of the volume as well.
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Houdini Indie and Apprentice » Road generation from osm

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Enivob
1847 posts
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 Oct. 9, 2019 10:37:02
Check out this breakdown.
https://deboar.wordpress.com/2018/11/28/creating-manhatten-in-two-weeks/ [deboar.wordpress.com]
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日本語フォーラム » 3D Sound

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Enivob
1847 posts
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 Oct. 2, 2019 09:00:53
Can't read your post, but here is sound generated inside of Houdini.
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Houdini Lounge » Houdini Terrain Scale

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Enivob
1847 posts
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 Sept. 27, 2019 21:15:32
It's under Houdini Preferences, Hip File Options.
1 Houdini unit equals 1 meter, by default. Set your Terrain sizes accordingly.

The default shelf tool that generates the Hills comes in at one thousand square meters.
Edited by Enivob - Sept. 27, 2019 21:15:43
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Technical Discussion » A Simple Vex issue

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Enivob
1847 posts
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 Sept. 25, 2019 08:57:18
Check out the help [www.sidefx.com].
The value of the given attribute on the given point number, or 0 if the attribute or point do not exist.
Your attribute id must not exist, so it returns zero.

Returning zero, for a function that fails, is really a bad idea by SideFX. What if the actual value is zero?
Edited by Enivob - Sept. 25, 2019 08:58:16
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Technical Discussion » Uninstancing

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Enivob
1847 posts
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 Sept. 20, 2019 08:38:55
I'm not sure if this will work with a string based attribute but try this in the Object1 field.
point("../foreach_begin1/",0,"path",0)
Edited by Enivob - Sept. 20, 2019 08:39:10
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Houdini Indie and Apprentice » Beginner question - importing a mesh

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Enivob
1847 posts
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 Sept. 16, 2019 20:53:49
I ran into this, the other day. It is pretty much standard practice to drop down a Normal node, at the end of your modeling network, to resolve any normal flips that may have occurred in the modeling process.

Drop down the Normal node and move the blue Display flag to that node.
Edited by Enivob - Sept. 16, 2019 20:54:17
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Technical Discussion » Please help...what is wrong with my collision ?

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Enivob
1847 posts
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 Sept. 13, 2019 08:56:04
Try checking “Output Back” on the polyextrude node. Fluids can't collide with a paper thin face. Fluids and gas require an actual volume to intersect with.
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Technical Discussion » Use expression to drive retime

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Enivob
1847 posts
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 Sept. 10, 2019 08:56:35
I think you might have to place the Retime inside a loop and fetch the point attributes, one at a time.
use the point function to fetch the attribute you want for each retime field.
point("../foreach_begin1/",0,"dropF",0)
NOTE: You don't need the @ symbol when referencing an attribute using this hScript function.
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Houdini Indie and Apprentice » Maya rigged FBX's into Houdini

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Enivob
1847 posts
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 Sept. 9, 2019 09:15:17
FBX does not support IK. So it is Maya that is destroying your nice IK rig, upon export. There is no IK transport file type, that exists, AFAIK.

What I do, is use the Search icon to search, by type and choose the NULL type. After I have selected them all, I enable their visibility flag. I do the opposite for bones, I select them all and turn off their visibility flag. Then you are left with a rig that has a bunch of control spheres. Just keyframe the spheres, how you like, or use mocap to bind movement to the rig.
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Technical Discussion » Getting UVs from a Deforming Alembic

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Enivob
1847 posts
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 Sept. 7, 2019 11:20:23
Take a look at the attributeTransfer node. It can migrate the UVs (or any attribute), from one one piece of similar geometry, to another.
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