Found 27 posts.
Search results Show results as topic list.
Houdini Lounge » New Tutorial
- MarkCreer
- 27 posts
- Offline
Houdini Lounge » New Tutorial
- MarkCreer
- 27 posts
- Offline
andre - I went to download the pdf but when acrobat tries to display it, it cant find the font (on windows xp), just rows of blobs!
mark
mark
Technical Discussion » Need to animate an environment map
- MarkCreer
- 27 posts
- Offline
$F%10
should get you the looping you want
-on frame 10 the modulus function (%) returns 0, next frame 1, etc
should get you the looping you want
-on frame 10 the modulus function (%) returns 0, next frame 1, etc
Houdini Lounge » video tutorial on 3d world magazine
- MarkCreer
- 27 posts
- Offline
the water ripple tutorial is done with VOPS (havent looked at it yet) sounds like the same one!
Houdini Lounge » video tutorial on 3d world magazine
- MarkCreer
- 27 posts
- Offline
there's a 3d buzz tutorial on the cover cd of this UK magazine..
it's described as covering “special effects”
does anyone know if this is the identical tutorial as the “water ripple” tut on the recent 3d Buzz Siggraph cds?
thanks, Mark
it's described as covering “special effects”
does anyone know if this is the identical tutorial as the “water ripple” tut on the recent 3d Buzz Siggraph cds?
thanks, Mark
Technical Discussion » POP event into SOPs?
- MarkCreer
- 27 posts
- Offline
Ondrej - thanks for your help - it works now - I am using hitid (without chop expressions):
I wanted to know change in id because there is usually only one particle hitting my targets at any time - so I would have thought chopf at current and previous frame would give what I wanted ie: a change in id, with id evaluating as a value
there's some oddities :
if I put an unlinked Expression CHOP in the CHOP network with this expression:
print(test,chopf(“/ch/ch1/geom1/id”,$F))
I get a correct reading in the console… but if I run it without the “print” I get no display in the channel
I guess I'm stubborn and curious to know why something isn't doing what I would expect
should elaborate ‘if’ statements really just be left to vex?
currently I have the geometry chop feeding to a math chop feeding to export -
but I'd really like to generate an AD envelope from every event but i cant get Trigger to trigger from an incoming pulse out of math…
(changing threshold does nothing) - any suggestions?
thanks again Mark
I wanted to know change in id because there is usually only one particle hitting my targets at any time - so I would have thought chopf at current and previous frame would give what I wanted ie: a change in id, with id evaluating as a value
there's some oddities :
if I put an unlinked Expression CHOP in the CHOP network with this expression:
print(test,chopf(“/ch/ch1/geom1/id”,$F))
I get a correct reading in the console… but if I run it without the “print” I get no display in the channel
I guess I'm stubborn and curious to know why something isn't doing what I would expect
should elaborate ‘if’ statements really just be left to vex?
currently I have the geometry chop feeding to a math chop feeding to export -
but I'd really like to generate an AD envelope from every event but i cant get Trigger to trigger from an incoming pulse out of math…
(changing threshold does nothing) - any suggestions?
thanks again Mark
Technical Discussion » POP event into SOPs?
- MarkCreer
- 27 posts
- Offline
apologies Ondrej - I'm still struggling here
I can get an id number that changes (there's very few particles - it's a rigid body sim- a pinball table - seemed like a good idea at the time) in the geometry chop and if I connect it to an export CHOP, the current particle ID number passes through and will control a sop parameter but as soon as I add a Count or Trigger nothing happens -
I'm wondering if the jump from id=6 to id=9 (for example) is not regarded as a change over time,
and appending a lag fails to slow down any change
I've tried adding an expression chop after the geometry chop, but this one gives an infinite recursion error:
if (chopf(“/ch/ch1/geom1/chan1”, $F)!=chopf(“/ch/ch1/geom1/chan1”, $F-1),1,0)
(I hoped it would check for a change in ID number)
I did see a note in the online scripting help saying ‘single line’ if statements are not valid but I assume that refers to full script mode??
I've tried many other solutions too
(I once built a modular analog synthesiser so I thought I'd be able to get CHOPS to work fairly easily!)
any pointers much appreciated
I can get an id number that changes (there's very few particles - it's a rigid body sim- a pinball table - seemed like a good idea at the time) in the geometry chop and if I connect it to an export CHOP, the current particle ID number passes through and will control a sop parameter but as soon as I add a Count or Trigger nothing happens -
I'm wondering if the jump from id=6 to id=9 (for example) is not regarded as a change over time,
and appending a lag fails to slow down any change
I've tried adding an expression chop after the geometry chop, but this one gives an infinite recursion error:
if (chopf(“/ch/ch1/geom1/chan1”, $F)!=chopf(“/ch/ch1/geom1/chan1”, $F-1),1,0)
(I hoped it would check for a change in ID number)
I did see a note in the online scripting help saying ‘single line’ if statements are not valid but I assume that refers to full script mode??
I've tried many other solutions too
(I once built a modular analog synthesiser so I thought I'd be able to get CHOPS to work fairly easily!)
any pointers much appreciated
Technical Discussion » POP event into SOPs?
- MarkCreer
- 27 posts
- Offline
um - well I can't get anything to work - how should I enter the “query number of items in group” in the POP CHOP?
I get events to occur in the POP net and to put particles in a subgroup for that frame but I cant transfer any of that information to CHOPs
(also I realised particle acceleration or velocity would be handy to work with… )
- there seems to be a gap in the documentation between lists of what OPs do, lists of expressions etc, but not much on tying it all together - are there any web pages anywhere or sample files to dissect?
thanks mark
I get events to occur in the POP net and to put particles in a subgroup for that frame but I cant transfer any of that information to CHOPs
(also I realised particle acceleration or velocity would be handy to work with… )
- there seems to be a gap in the documentation between lists of what OPs do, lists of expressions etc, but not much on tying it all together - are there any web pages anywhere or sample files to dissect?
thanks mark
Technical Discussion » POP event into SOPs?
- MarkCreer
- 27 posts
- Offline
Ondrej - thanks that helps a lot
–after posting the question I figured out a bit more - I knew I'd be using CHOPS but I didn't realise the whole thing is controlled from there…
(seems a bit odd to have to use a workaround for ‘events’ though, I'd have thought it would be a fairly common need)
mark
–after posting the question I figured out a bit more - I knew I'd be using CHOPS but I didn't realise the whole thing is controlled from there…
(seems a bit odd to have to use a workaround for ‘events’ though, I'd have thought it would be a fairly common need)
mark
Technical Discussion » POP event into SOPs?
- MarkCreer
- 27 posts
- Offline
how should I set up getting a POP collision event back into SOPs?
I have a POP net set up with referenced collision SOPs - when a particle collides with one of the objects I want to modify the SOP geometry, trigger a sound and maybe change the shader
I'm not sure how to access a collision event from within SOPs (or anywhere else)
I guess I'm looking for a generic description and I cant find anything in the pdf's
any help appreciated, thanks!
mark creer
I have a POP net set up with referenced collision SOPs - when a particle collides with one of the objects I want to modify the SOP geometry, trigger a sound and maybe change the shader
I'm not sure how to access a collision event from within SOPs (or anywhere else)
I guess I'm looking for a generic description and I cant find anything in the pdf's
any help appreciated, thanks!
mark creer
Houdini Lounge » Expressions
- MarkCreer
- 27 posts
- Offline
I was wondering the same - surely it would be easy to have a SOP, COP etc that was purely for a bit of code - bridging the gap between full scripting and the single line field in parameter OPs??
when several math OPs are needed to do some basic multiply/divide stuff it's got to be easier to write it in three lines
mark creer
when several math OPs are needed to do some basic multiply/divide stuff it's got to be easier to write it in three lines
mark creer
Technical Discussion » Memory leak in mplay?!?
- MarkCreer
- 27 posts
- Offline
I did the pinboard tut with XP on an Athlon (with a meagre 256MB) using Houdini 5.5 nc
(its a really good tut, yeah? though maybe gets a bit long winded towards the end)
didn't have any problems with mplay though the tut took a while
and Houdini quit a few times for no good reason
I've found a nice stable driver for my GF4 (not sure which it is, am at work) and just gone to Houdini 6 nc
since then the system is really solid and I have no redraw problems or slowdowns
(apart from when rendering image3d volumetircs)
markc
(its a really good tut, yeah? though maybe gets a bit long winded towards the end)
didn't have any problems with mplay though the tut took a while
and Houdini quit a few times for no good reason
I've found a nice stable driver for my GF4 (not sure which it is, am at work) and just gone to Houdini 6 nc
since then the system is really solid and I have no redraw problems or slowdowns
(apart from when rendering image3d volumetircs)
markc
Technical Discussion » i3d exiting
- MarkCreer
- 27 posts
- Offline
I have a POP network which at SOP level I have copied metaballs onto (to generate i3d files)
two problems: the i3d render falls over at certain frames and I can't figure out why (unless its a memory issue)
Also I tried to append a bulge SOP to the particle copied metaballs (with another metaball as a magnet) and while it worked fine in the viewport it refused to render to i3d (i3d stopped after first frame)
using version 6
Is i3d particularly picky about source metaballs?
Mark Creer
two problems: the i3d render falls over at certain frames and I can't figure out why (unless its a memory issue)
Also I tried to append a bulge SOP to the particle copied metaballs (with another metaball as a magnet) and while it worked fine in the viewport it refused to render to i3d (i3d stopped after first frame)
using version 6
Is i3d particularly picky about source metaballs?
Mark Creer
Houdini Lounge » Apprentice challenge and international express shipments
- MarkCreer
- 27 posts
- Offline
I just stick it in an envelope and label it “documents” - they don't usually squeeze the pack to check it!
I've sent at least six cds this way..
Mark Creer
I've sent at least six cds this way..
Mark Creer
Technical Discussion » POP - move source ?
- MarkCreer
- 27 posts
- Offline
Technical Discussion » POP - move source ?
- MarkCreer
- 27 posts
- Offline
Hi, I've got a POP net created using an attractor SOP set to use forces from a point SOP on a path
So I've got a nice stream of particles following my curve
Now what I'd like to do is move the whole particle *source* along the same path but at object level moving the source geometry has no effect - I kinda understand why its not moving the particle source (I think it's because either the POP net takes the position from frame 1 or it just doesn't know the source is moving?)
Doing anything in the POP net just moves the particles and not the source emitter
Moving the SOP moves the emitter but then the particles are outside the area of the attractors and go haywire
Maybe I should have done the whole thing with follow POP?
Any help much appreciated
Thanks MarkC
and while I'm here I'd like to recommend the Pinboard tutorial on Techimage's site by Rangi Sutton (it's a bit of a monster -100 pages of pdf)- I've done most of the SideFX videos and some of the Buzz ones but still Houdini was opaque… that tutorial makes a lot of it make much more sense!
So I've got a nice stream of particles following my curve
Now what I'd like to do is move the whole particle *source* along the same path but at object level moving the source geometry has no effect - I kinda understand why its not moving the particle source (I think it's because either the POP net takes the position from frame 1 or it just doesn't know the source is moving?)
Doing anything in the POP net just moves the particles and not the source emitter
Moving the SOP moves the emitter but then the particles are outside the area of the attractors and go haywire
Maybe I should have done the whole thing with follow POP?
Any help much appreciated
Thanks MarkC
and while I'm here I'd like to recommend the Pinboard tutorial on Techimage's site by Rangi Sutton (it's a bit of a monster -100 pages of pdf)- I've done most of the SideFX videos and some of the Buzz ones but still Houdini was opaque… that tutorial makes a lot of it make much more sense!
Houdini Lounge » ApprenticeFest
- MarkCreer
- 27 posts
- Offline
The training at Escape is a customized one on one with an industry professional for 5 days (Stuart).
Andre - that sounds a good way of doing it, though I imagine it's not cheap - in a couple of months I might do the same myself - if you dont mind I might email you then!
If you do anymore would you be interested in splitting the cost for 2 to 1 training?!
Mark Creer
(creer@blueyonder.co.uk)
Houdini Lounge » ApprenticeFest
- MarkCreer
- 27 posts
- Offline
Andre- I was there too - I saw Justin from Framestore's presentation - I had a place at a seminar but I was enjoying the one I was in so I missed it - more please!
- my mate Steve won the free software so I've been planning a mugging- but what's the course at Escape??
Mark Creer
- my mate Steve won the free software so I've been planning a mugging- but what's the course at Escape??
Mark Creer
Technical Discussion » Disappearing geometry
- MarkCreer
- 27 posts
- Offline
I know someone else has posted this problem - and it relates to my post a day or 2 ago
when I open a previously saved file …
(e.g. open file from Apprentice cd, save as, reopen off HD)
I then get empty viewports
- during the open process I get this error message:
Error: bad node type found: omantra
Unknown operator on load omantra1.def
Unknown operator on load omantra1.parm
–anyone know what's going on?
should I just unistall/reinstall?
won't that cause problems with the license?
thanks
when I open a previously saved file …
(e.g. open file from Apprentice cd, save as, reopen off HD)
I then get empty viewports
- during the open process I get this error message:
Error: bad node type found: omantra
Unknown operator on load omantra1.def
Unknown operator on load omantra1.parm
–anyone know what's going on?
should I just unistall/reinstall?
won't that cause problems with the license?
thanks
Technical Discussion » SOP viewport question
- MarkCreer
- 27 posts
- Offline
I did press the H key - I think the install might be corrupted- yesterday my files wouldn't even display with any of my work arounds- I could upload the file I suppose for someone with Apprentice to open and check ??
As for the stowbar - thanks I forgot how to find them!
As for the stowbar - thanks I forgot how to find them!
-
- Quick Links