cdordellyStill is in H20.5 unfortunately.
Hi!
Currently in H20 there is a limitation that you can use only one Mix MTlX shader on a material to combine surface shaders.
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Solaris and Karma » KarmaXPU mix node
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- RudiNieuwenhuis
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Houdini Learning Materials » Request for Mechanical Rigging Tutorial Series
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- RudiNieuwenhuis
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osong
i am referring to an arrangement like sidefx had with Tim V
crafting those series did not stall H development i can assure you
your point is not difficult to understand. hopefully mine is clear as well
Even though Tim van Helsdingen and I come from and live in the same tiny country, we do not know each other (yet) so I am not aware of any arrangements there are between him and Sesi so I can not comment on that.
The comment I quoted earlier:
seifduneis what triggered my reaction.
"Why don't Side effects take a little of their budget to pay for the courses?" i can't agree more.
If you want more tutorials on subject X, Y or Z, made by 3rd parties like Tim van Helsdingen or plenty of other very capable tutorial-makers, just ask, no problem there. But demanding Sesi to pay for your courses, when they are already giving you access to the software for free (for educational purposes) is a bit, well, never mind, maybe it's just me getting old.
Houdini Learning Materials » Request for Mechanical Rigging Tutorial Series
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- RudiNieuwenhuis
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osong
Producing tutorials would not impede development, a different person can record educational material. With your logic all the accounting, licensing, and other departments are standing in the way of developing things faster. (exaggerated example)
In the world I live in, you can only spend your money once. Now equal money with employee hours.
Even though SideFX might feel like family, in the end it is still a business and if they spend more money then they make, in no time there will be no Houdini left.
Is this really so difficult to understand?
The idea of just keep pumping more money (hours) in it is not a sustainable solution.
Edited by RudiNieuwenhuis - Nov. 6, 2023 04:39:39
Houdini Learning Materials » Request for Mechanical Rigging Tutorial Series
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- RudiNieuwenhuis
- 194 posts
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seifduneI honestly think that this is a little bit disrespectful to all the efforts that the entire SideFX team is putting into education.
"Why don't Side effects take a little of their budget to pay for the courses?" i can't agree more.
You have to understand that making cutting edge software is not easy, and staying at the frontline is even harder. Documenting the whole intended usage costs time as well, and then making tutorials is very time-consuming as well.
SideFX is not a mega-company with thousands of employees, it's a relatively small team.
Think about it: would you rather have them put more effort in tutorials, which automatically means less time to develop new features, so less impressive software. Or would you prefer to pay double or 10-fold the price you pay for the software now?
I know I for one am very happy with the way SideFX does this right now. Fantastic software with very regular updates and improvements, lots of great educational content, and if something is not clear, a more than capable and always friendly staff at support to help you in the right direction. What else do you honestly need?
Houdini Learning Materials » Language of Houdini expression question
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- RudiNieuwenhuis
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Even though I haven't seen the tutorial you are referring to, the expression that is used there is this:
ch("../../soccerball_crtl/tx") is a reference to the x position of the soccerball ctrl object.
I'm assuming that the radius of the ball is 1.1 and now to get the circumference of the ball, you have to use some math: 2 times the radius times the number PI (3.14159 etc), here represented by $PI.
So to calculate the rotation the ball needs to have to travel the distance it did (tx), you divide this distance by the circumference of the ball and multiply that by 360 to get degrees instead of number of rotations.
I hope this makes it clear(er).
ch("../../soccerball_crtl/tx") is a reference to the x position of the soccerball ctrl object.
I'm assuming that the radius of the ball is 1.1 and now to get the circumference of the ball, you have to use some math: 2 times the radius times the number PI (3.14159 etc), here represented by $PI.
So to calculate the rotation the ball needs to have to travel the distance it did (tx), you divide this distance by the circumference of the ball and multiply that by 360 to get degrees instead of number of rotations.
I hope this makes it clear(er).
3rd Party » Quixel Bridge with Houdini 19.5?
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- RudiNieuwenhuis
- 194 posts
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LukePwanglifuI did, but when I export I get an error.
just copy MegascansPlugin.json file into houdini19.5/packages folder.
If you specify the error, chances of finding a solution tend to increase.
Houdini for Realtime » USD Udim's in Unreal
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- RudiNieuwenhuis
- 194 posts
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I ran into a little issue that is probably just due to my ignorance but maybe someone can shed some light on:
If I import a USD scene made in Solaris where the shaders are made with MatX and the texture maps use <UDIM>, for one reason or another, this does not get translated well into Unreal shaders(5.0 and 5.1).
Is there something I should do prior to importing the scene to enable the use of udims?
Cheers,
Rudi
If I import a USD scene made in Solaris where the shaders are made with MatX and the texture maps use <UDIM>, for one reason or another, this does not get translated well into Unreal shaders(5.0 and 5.1).
Is there something I should do prior to importing the scene to enable the use of udims?
Cheers,
Rudi
Houdini for Realtime » VAT mat for Unity 2020.3.18
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- RudiNieuwenhuis
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Tnx MaiAo, I tried this but unfortunately this workflow just doesn't give acceptable results in Unity, vertices flying all over the place, I guess it's got something to do with the welding of vertices that I unticked but look like they are still welded.
Houdini for Realtime » VAT mat for Unity 2020.3.18
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- RudiNieuwenhuis
- 194 posts
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I would like to get Vertex Animation Textures working in AltspaceVR.
Altspace is extremely strict regarding what version of Unity to use and since yesterday, the workflow is updated to 2020.3.18
Now, I understand that for the latest and greatest features of VAT you need to be in beta 2021.2.something and there everything is working fine. However, if I want to use the .mat that gets created in Houdini in 2020.3.18, it just generates errors
Is there a way, maybe an older version of the .mat somewhere in someone's recycle bin, to be able to get VAT to work in a non beta version of Unity, preferably 2020.3.18?
Cheers,
Rudi
Altspace is extremely strict regarding what version of Unity to use and since yesterday, the workflow is updated to 2020.3.18
Now, I understand that for the latest and greatest features of VAT you need to be in beta 2021.2.something and there everything is working fine. However, if I want to use the .mat that gets created in Houdini in 2020.3.18, it just generates errors
Is there a way, maybe an older version of the .mat somewhere in someone's recycle bin, to be able to get VAT to work in a non beta version of Unity, preferably 2020.3.18?
Cheers,
Rudi
Houdini for Realtime » Materials to Unreal
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- RudiNieuwenhuis
- 194 posts
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I've been trying to find the best way to get loads of models with different materials with multiple Udims to Unreal without the need to manually set everything in Unreal.
USD was my first idea, but I could not yet get it to work, so I thought: let's just do this via Engine.
For this I used the principled shader and did a test with only 1 udim manually set to 1001, and that works. Yeah!
Now if I use %(UDIM)d it breaks.
I do not want to have to set a seperate material for every udim.
Is it possible to use Udims to transfer materials and textures to Unreal and what would be the best way?
USD was my first idea, but I could not yet get it to work, so I thought: let's just do this via Engine.
For this I used the principled shader and did a test with only 1 udim manually set to 1001, and that works. Yeah!
Now if I use %(UDIM)d it breaks.
I do not want to have to set a seperate material for every udim.
Is it possible to use Udims to transfer materials and textures to Unreal and what would be the best way?
Technical Discussion » How to detect flipped UV islands?
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- RudiNieuwenhuis
- 194 posts
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If the uv-islands are from a connected piece of geo, you can use the polydoctor to wind uv's to the majority of the connected geo.
Technical Discussion » How to I extrude points to make edges ?
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- RudiNieuwenhuis
- 194 posts
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Here's an example for that.
Scattered some points, added a randomized Normal, gave it a number-attribute, displaced the points along a normal with a adjustable amount, the merged them back with the original points, and with an add sop, using “number” as group by attribute, tada.
Hope this helps.
Cheers,
Rudi
Scattered some points, added a randomized Normal, gave it a number-attribute, displaced the points along a normal with a adjustable amount, the merged them back with the original points, and with an add sop, using “number” as group by attribute, tada.
Hope this helps.
Cheers,
Rudi
Technical Discussion » Change Houdini default behavior of the Split Sop Node
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- RudiNieuwenhuis
- 194 posts
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Technical Discussion » How to rig a robot arm?
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- RudiNieuwenhuis
- 194 posts
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Well, it's extremely old, but you'll learn a lot on how to approach this, and its 3DBuzz's Houdini Technical Rigging series:
https://www.3dbuzz.com/training/view/houdini-rigging-volume-5/advanced-vehicle-rigging [www.3dbuzz.com]
https://www.3dbuzz.com/training/view/houdini-rigging-volume-5/advanced-vehicle-rigging [www.3dbuzz.com]
Houdini for Realtime » Terrain Mesh Rop issues
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- RudiNieuwenhuis
- 194 posts
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AmbrosiussenSorry, was away for a couple of days. This was in H17 with 1.64.
Hi,
Could you tell me what version of the toolset you are using?
Paul
Cheers,
Rudi
Just tested with 1.66, same problem.
The problem seems to be in “attribwrangle23” where the NeedsTriangulation is set.
Prims that are adjacent to smaller prims (from a higher subdiv) do not necessarily have more then 4 primpoints so they don't get triangulated.
Hope this helps.
Update, tried in 16.5.571, works as expected, so it is a H17 only issue.
Edited by RudiNieuwenhuis - Oct. 30, 2018 10:17:08
Houdini for Realtime » Terrain Mesh Rop issues
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- RudiNieuwenhuis
- 194 posts
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Hi,
I'm having a bit of trouble with the Terrain Mesh Rop, maybe someone can help me here.
With Adaptive density i get “holes” in my mesh. Where there is two faces from different resolution next to eachother, the smaller ones get detached from the bigger ones. This is best explained with an image:

Furthermore, exporting results in errors. I can only save the resulting geo manually, but the export button results in: OperationFailed: The attempted operation failed.
Error while cooking.
Could this be a H17 vs H16.5 issue? I'm using 17.0352
Cheers,
Rudi
I'm having a bit of trouble with the Terrain Mesh Rop, maybe someone can help me here.
With Adaptive density i get “holes” in my mesh. Where there is two faces from different resolution next to eachother, the smaller ones get detached from the bigger ones. This is best explained with an image:
Furthermore, exporting results in errors. I can only save the resulting geo manually, but the export button results in: OperationFailed: The attempted operation failed.
Error while cooking.
Could this be a H17 vs H16.5 issue? I'm using 17.0352
Cheers,
Rudi
Edited by RudiNieuwenhuis - Oct. 22, 2018 09:20:06
Houdini for Realtime » Physics Painter
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- RudiNieuwenhuis
- 194 posts
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Here's a simple hip with bullet set to concave.
Edited by RudiNieuwenhuis - Sept. 10, 2018 16:35:03
Houdini for Realtime » Physics Painter
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- RudiNieuwenhuis
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I dove into the tool (great you keep it editable!) and found the problem. The issue is the convex vs concave settings in dopnet2. It's set to convex making the guide geo go from mountain peak to mountain peak and thus the objects need to be above the mountain peaks.
Setting it to Concave fixes it but introduces heavy wiggling in the sim. Will try to fix it and let you know.
The concave messes up the initial “keeping dynamic objects apart feature”.
Would it be possible to set the convex/concave per object? The “mountain” would need to be concave, and the objects could be convex.
Setting it to Concave fixes it but introduces heavy wiggling in the sim. Will try to fix it and let you know.
The concave messes up the initial “keeping dynamic objects apart feature”.
Would it be possible to set the convex/concave per object? The “mountain” would need to be concave, and the objects could be convex.
Edited by RudiNieuwenhuis - Sept. 10, 2018 15:36:28
Houdini for Realtime » Physics Painter
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- RudiNieuwenhuis
- 194 posts
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I tried to use the physics painter on a HeightField that was converted to polygons, but I'm having trouble.
The scattered objects appear at the bottom of the base of the geometry.
Setting the Surface Offset to a very high number, say 100, the objects do appear above the surface, but that's not easy to work with, as the sims needs to get the objects down to the ground for a 100 meters making the objects bounce around like crazy.
I have the impression this tool is not intended for use with bigger “groundplanes” because using a 10x10 grid with a mountain sop on it makes it work just like it should.
Or is there a way to make the Surface Offset a bit more user friendly. I'd like to paint say 3 meters above the ground, not at least a 100.
The scattered objects appear at the bottom of the base of the geometry.
Setting the Surface Offset to a very high number, say 100, the objects do appear above the surface, but that's not easy to work with, as the sims needs to get the objects down to the ground for a 100 meters making the objects bounce around like crazy.
I have the impression this tool is not intended for use with bigger “groundplanes” because using a 10x10 grid with a mountain sop on it makes it work just like it should.
Or is there a way to make the Surface Offset a bit more user friendly. I'd like to paint say 3 meters above the ground, not at least a 100.
Edited by RudiNieuwenhuis - Sept. 10, 2018 15:20:32
Houdini for Realtime » GoZ to ZBrush 2018
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- RudiNieuwenhuis
- 194 posts
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It was the pighead i was trying to send. I was on 473 but i'll try the 496 now.
Will let you know.
Nope, no luck.
I noticed i had an old version of ZB installed still, but removed it so there is only 2018 left. Tried with 16.5.496 and the GOZ hda that i got from the dropbox just 5 minutes ago: https://www.dropbox.com/s/cibtavd9hm0686u/goz_installer16_5.hda?dl=0 [www.dropbox.com]
ZB does start, but it crashes instantly, before you can even see it tries to put anything on the canvas.
Needless to say ZB works fine, importing the pighead through a .obj that i saved from Houdini works as expected.
Will let you know.
Nope, no luck.
I noticed i had an old version of ZB installed still, but removed it so there is only 2018 left. Tried with 16.5.496 and the GOZ hda that i got from the dropbox just 5 minutes ago: https://www.dropbox.com/s/cibtavd9hm0686u/goz_installer16_5.hda?dl=0 [www.dropbox.com]
ZB does start, but it crashes instantly, before you can even see it tries to put anything on the canvas.
Needless to say ZB works fine, importing the pighead through a .obj that i saved from Houdini works as expected.
Edited by RudiNieuwenhuis - June 15, 2018 02:57:54
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