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Found 486 posts.

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Technical Discussion » Extract only the outside mesh of a fluid mesh

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Pagefan
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 Aug. 30, 2012 06:44:23
Instead of the for each loop you can just create a partition sop, wire that in the ray sop and then extract the class primitive attribute. Reference this one in the delete sup using prim instead of point. Nice use of the ray sop though, handy fellow…
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Technical Discussion » Procedurally fuse pairs of points

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Pagefan
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 Aug. 25, 2012 07:02:55
Here you go,

a few expression will do the trick, read the sticky node…
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Houdini Lounge » orient transform pivot !

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Pagefan
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 Aug. 22, 2012 04:02:38
There you go:

http://www.sidefx.com/index.php?option=com_content&task=view&id=768&Itemid=239 [sidefx.com]

a +1 for me as well…

You could move the edit transform sort of to the center with the translate arrows (still in pivot mode) or create some helper geometry but that slows modeling down considerably.
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Houdini Lounge » orient transform pivot !

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Pagefan
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 Aug. 21, 2012 11:58:00
If you follow these instructions it should work…(i think)

- select primitive
- tab -> transform
- get in to the pivot mode (“-key)
- select two edges (the transformer should now be aligned to your surface)
- get out of pivot mode (”-key again)
- rmb the transform again and then select snap to -> centroid
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Work in Progress » grass & more ...

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Pagefan
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 July 31, 2012 14:30:56
In the vopsop add a parameter vop and wire it into the parameter on the vopnode's parameter you want in your DA interface. That way it gets promoted to the vopsop node. From there promote it like normal parameters in a DA.
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Technical Discussion » Import Displacement Variable

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Pagefan
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 May 3, 2011 12:37:24
hmmm in rsl/rib/prman you can merge the displacement shader and the surface shader in one which is nice, saves a lot of typing.

If you want to use only bump displacements you could do that in the surface shader as well since it doesn't involve writing N (N is a read only variable in the surface shader context).
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Technical Discussion » Import Displacement Variable

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Pagefan
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 May 3, 2011 03:55:53
If you are developing your shader in vops you can use the new material setup from houdini which basically is One Shader That Rules Them All, or rather context. You still have to output the displacement on the displacement output and the volume on the volume output etc. But this way you can reuse parts of your network more easily, no need to copy them around.

In vex you do have to copy text around or use include files to reuse code from the displacement shader or use the dimport function.
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Houdini Lounge » Fracture/crack along existing edges

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Pagefan
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 May 2, 2011 07:40:07
Have a look at the Primitive split sop….
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Houdini Indie and Apprentice » Time shfit offset in Chops ... what i do wrong ?

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Pagefan
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 Feb. 13, 2011 17:19:44
Oh well if you can figure out the For Each then afterwards everything becomes child's play
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Houdini Indie and Apprentice » Growing Plantation

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Pagefan
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 Feb. 13, 2011 17:17:29
CMI Vfx has two great videos on l-systems in houdini, you might want to check those.
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Houdini Indie and Apprentice » Time shfit offset in Chops ... what i do wrong ?

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Pagefan
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 Feb. 13, 2011 12:21:18
Hi James,

on the chopnet1 -> geometry -> common tab, set the units to frames instead of seconds. Then on the channel tab but $NFRAMES in the end parameter,

or

put $TEND in the end parameter and leave everything as is.

In the current setup the units in CHOPS are measured in seconds. The data will be fetched at 0 till 10 seconds so only play the first 264 frames (Houdini starts counting at 0 in this case).
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Technical Discussion » Static variables in HScript

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Pagefan
519 posts
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 Feb. 10, 2011 13:16:04
Something like this?
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Technical Discussion » Eigenvalue VOP

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Pagefan
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 Feb. 10, 2011 10:56:18
After writing my own eigenvalue vex code I noticed in VOPs that there is an Eigenvalue VOP (and also a vex function). No help card available but I guess it work like this:

- Put in a matrix 3x3
return:
- The number of roots,
- in an array the real value of the roots,
- and/or the imaginary value of the roots (or the imaginary part of the roots)

Is this correct?
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Technical Discussion » Static variables in HScript

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Pagefan
519 posts
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 Feb. 9, 2011 08:14:29
Why does it have to be static?
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Technical Discussion » Does the copy sop favor a certain axis?

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Pagefan
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 Feb. 3, 2011 05:19:05
I was trying to have some fun with copying boxes on a slope/grip and noticed that my boxes weren't aligned as I expected. They did follow the slope but all pointed in a different correction.

Now when I made the same setup but rotated the slope 90 degrees around the y-axis, the boxes did align :shock:

What magic is going on here? Bugs? Lack of coffee, some special weird math stuff going on (or should I start reading the manual again :? )?

Cheers,
Hans
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Houdini Lounge » simple fractured object workflow

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Pagefan
519 posts
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 Feb. 1, 2011 07:05:17
Have a look at the attached file.

Most of them are the standard values and settings on the nodes. The only adjustment is on the RBD Fractured Object node. In the groupmask put piece*, this will ensure that only the shattered pieces are pulled into the simulation and not the inside and outside group that are created by the shattered tool. Secondly, on the collision -> surface tab I changed the surface representation from points to edges. This will take care of some self intersection that might happen when the pieces break.
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Technical Discussion » trying to study microSolver, but how ??, please enlight me!!

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Pagefan
519 posts
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 Dec. 15, 2010 05:36:47
Peter Claes wrote a paper on it at Bournemouth. Think he posted a link on Odofrce or check Bournemouth. Do a little searching and you should find it.
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Technical Discussion » voronoi forEach export .obj?

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Pagefan
519 posts
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 Dec. 9, 2010 09:10:58
Hey Fred,

if all the pieces are in a separate groups you can use the foreach for that. Either select the by group or by value, put a delete sop in the foreach and delete everything but the current piece(in case of the by value option) and then pipe that in a file sop or rop geometry.
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Technical Discussion » issue with {}

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Pagefan
519 posts
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 Nov. 30, 2010 04:57:42
Change to us international keys during your houdini session?
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Technical Discussion » voronoi constant width cell borders

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Pagefan
519 posts
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 Nov. 26, 2010 09:24:15
Hey Kustaa,

I am hacking my way through Advanced Renderman and there is a paragraph describing the voronoi-noise including normalizing the veins. Have a look at this code (it's all in proper vex). You compile it to an otl with the command vcc -l MyVoronoi.otl voronoi.vfl

Cheers,
Hans
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