Hi,
Doing a bit of modelling. I have a big complicated model that has the occasional triangle which I'm trying to eliminate. Can anyone think of a nice way of highlighting the tris?
i.e. counting the number of vertices to a polygon and colouring it red if there are less than 4 verts?
…. might make quite a nice otl for the exchange!
Cheers
H
Found 193 posts.
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Technical Discussion » find the triangle!
- Henster
- 196 posts
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Technical Discussion » transparent texture
- Henster
- 196 posts
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Sounds like you haven't got your UVs right. Switch to the UV viewport and check them out. If they're buggared then theres a nice collection of UV SOPs which I'll leave you to take your pick from. (UVPelt is easy)
To get the transparency fading along the wing you're going to have to write your own shader. You could try painting each wing fading from black to white using the paint SOP. Then in your shader plug in the “Cd” attribute you just painted into opacity.
Cheers
H
To get the transparency fading along the wing you're going to have to write your own shader. You could try painting each wing fading from black to white using the paint SOP. Then in your shader plug in the “Cd” attribute you just painted into opacity.
Cheers
H
Technical Discussion » Handles in HDAs
- Henster
- 196 posts
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Hmmmm. It seems that light and camera handles are only available at obj level subnets. Prehaps this was because its actually impossible to put lights and cameras at the sop level?
Any other input?
CHeers
H
Any other input?
CHeers
H
Technical Discussion » Handles in HDAs
- Henster
- 196 posts
- Offline
Ta Jeff,
Got it working and have now create my own transform handles.. which is great. But I still cant create the orientation handle used for lights. Exporting the handles from the lights or camera isn't working. Because the parameters are uneditable?
Cheers
H
Got it working and have now create my own transform handles.. which is great. But I still cant create the orientation handle used for lights. Exporting the handles from the lights or camera isn't working. Because the parameters are uneditable?
Cheers
H
Technical Discussion » what is the houdini display driver for prman?
- Henster
- 196 posts
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Technical Discussion » Handles in HDAs
- Henster
- 196 posts
- Offline
Hi all,
I've made a sop level hda. I want 2 transform handles to pop up when the sop is selected (actually I'd really love those new light transforming handles… possible?) How is this done? In the Handles tab of type properties?… and if not, what is the handles tab used for?
I'm guessing this has been asked before so a just a link would be great.
Ta
H
I've made a sop level hda. I want 2 transform handles to pop up when the sop is selected (actually I'd really love those new light transforming handles… possible?) How is this done? In the Handles tab of type properties?… and if not, what is the handles tab used for?
I'm guessing this has been asked before so a just a link would be great.
Ta
H
Technical Discussion » Converting a curve from 1 prim to lots of prims
- Henster
- 196 posts
- Offline
Hoorah! it works!
very nice. thanks gene.
Just a side note to anyone who tries this… ( I'm sure they'll be queueing up) remember to set the delete sop to points not prims.
Cheers
H
very nice. thanks gene.
Just a side note to anyone who tries this… ( I'm sure they'll be queueing up) remember to set the delete sop to points not prims.
Cheers
H
Technical Discussion » Converting a curve from 1 prim to lots of prims
- Henster
- 196 posts
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I'm not getting 100% accuracy off the carve sop method… Not quite enough primitives. Two chunks of line are being treated as one..
nice idea though
H
nice idea though
H
Technical Discussion » Converting a curve from 1 prim to lots of prims
- Henster
- 196 posts
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Think I'm being stupid here…
I want to convert a polygon curve ( 1 poly, 1 prim, 200 points )
to…
another polygon cuvre ( 200 polys, 200 prims, 200 points ).
(bit confused here.. I thought in polys edges and surfaces had to be primitives)
Cheers
H
I want to convert a polygon curve ( 1 poly, 1 prim, 200 points )
to…
another polygon cuvre ( 200 polys, 200 prims, 200 points ).
(bit confused here.. I thought in polys edges and surfaces had to be primitives)
Cheers
H
Technical Discussion » Bounding box for displacement, VEX
- Henster
- 196 posts
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Technical Discussion » Bounding box for displacement, VEX
- Henster
- 196 posts
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Hi,
Is there a way to alter the size of the bounding box for displacement in VEX?
I'm trying to avoid those slits you get when you overdo it.
Cheers
H
Is there a way to alter the size of the bounding box for displacement in VEX?
I'm trying to avoid those slits you get when you overdo it.
Cheers
H
Technical Discussion » local -> global space
- Henster
- 196 posts
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Technical Discussion » local -> global space
- Henster
- 196 posts
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Technical Discussion » local -> global space
- Henster
- 196 posts
- Offline
quite a tricky subject depending on the context….
just a stab in the dark, have you tried changing the pivot( in your translation sop to $CEX,$CEY,$CEZ ).
just a stab in the dark, have you tried changing the pivot( in your translation sop to $CEX,$CEY,$CEZ ).
Technical Discussion » houdini 7 tut?
- Henster
- 196 posts
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…just a quick additional.
A tip for setting up renderman.
You'll add the prman path and your custom shaders paths…
!But! In the shader path you've got to include the renderman light shaders somewhere in the houdini directory…. very important. No point having pretty shaders if you cant see them.
And another - remember to get the slashes the right way round when setting paths!
h
A tip for setting up renderman.
You'll add the prman path and your custom shaders paths…
!But! In the shader path you've got to include the renderman light shaders somewhere in the houdini directory…. very important. No point having pretty shaders if you cant see them.
And another - remember to get the slashes the right way round when setting paths!
h
Technical Discussion » houdini 7 tut?
- Henster
- 196 posts
- Offline
Hi brucelay,
Theres a tutorial for using the vop renderman context http://www.wahn.demon.co.uk/Houdini/index.html [wahn.demon.co.uk]…. you'll still have to set up renderman though. Theres a big pdf on this at odforce… very handy.
h
Theres a tutorial for using the vop renderman context http://www.wahn.demon.co.uk/Houdini/index.html [wahn.demon.co.uk]…. you'll still have to set up renderman though. Theres a big pdf on this at odforce… very handy.
h
Technical Discussion » Caching in POPs?
- Henster
- 196 posts
- Offline
That is a clever trick!!
I'm convinced I'd tried that as well! Prehaps I wasn't careful enough when placing subsequent pops after/before the “trick”.
Cheers
I'm convinced I'd tried that as well! Prehaps I wasn't careful enough when placing subsequent pops after/before the “trick”.
Cheers
Technical Discussion » Caching in POPs?
- Henster
- 196 posts
- Offline
Thanks for the replies.
Saving the geo does the job perfectly…. bit of a pain though.
Cheers
H
Saving the geo does the job perfectly…. bit of a pain though.
Cheers
H
Technical Discussion » Caching in POPs?
- Henster
- 196 posts
- Offline
Hmm. Think I may have thought of it.
By taking the the particles into SOPs using a trail sop to calculate the velocity then returning the particles to POPs.
Its not really the universal solution I was thinking of. (not just velocity)
I'm really want to use the cache sop so any variable can be stored. Is there an expression to grab what you want from the cache sop from any frame?
Something like:
cachepoint(op_string, frame_index, point_number, attribute_string, attribute_index)
Hopeful?
Cheers
By taking the the particles into SOPs using a trail sop to calculate the velocity then returning the particles to POPs.
Its not really the universal solution I was thinking of. (not just velocity)
I'm really want to use the cache sop so any variable can be stored. Is there an expression to grab what you want from the cache sop from any frame?
Something like:
cachepoint(op_string, frame_index, point_number, attribute_string, attribute_index)
Hopeful?
Cheers
Technical Discussion » Caching in POPs?
- Henster
- 196 posts
- Offline
Using length would just return a position vector whereas the value I want is dependant on time.
Slope chop would be a good call if the animation was purely coming from a keyframed curve. If the animation is coming from a VEX function or from the particle system itself then it hits problems… Also having a different channel for every particle could be hazardous for my computers health
Cheers
Slope chop would be a good call if the animation was purely coming from a keyframed curve. If the animation is coming from a VEX function or from the particle system itself then it hits problems… Also having a different channel for every particle could be hazardous for my computers health
Cheers
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