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Technical Discussion » texture/shader problems
- Sealth
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soooo, I've got a great texture showing up in the viewport but for some reason when I try to render in Mantra, I get what you see below? Any suggestions?
Houdini Lounge » creating an environment
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Just wondering if there are any tutorials or example files of how to create an outside environment in Houdini… for example I'm looking to do an animation of a truck driving down the highway and wanted to have sky, mountains in the background and something (grass or rocks or both in the foreground) and a road with gravel at the side of the shoulder. Any tips on how to accomplish this?
Thanks for you input!
Thanks for you input!
Technical Discussion » polycap issues driving me nuts!!!
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yes, however, when I try they polyknit operation and I select the 6 points it add vertices between points that I am not looking to have (although it does add a primitive)?
Technical Discussion » polycap issues driving me nuts!!!
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Ok so I've got a model that I've tweaked a billion times and I've lost a primitive during the tweaking. So I try to apply a polycap operation and I select the 5 edges that surround the primitive and when I apply the operation (hit enter) houdini decides to not only cap that polygon but a bunch of other connected primitives as well!!! Why is this??? I've tried all kinds of options in the polycap operation and still can't get it to go - am I missing something?
Technical Discussion » creating leading zeros in file name using $FF
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Technical Discussion » creating leading zeros in file name using $FF
- Sealth
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Just wondering how to add zeros to frame names. For example the output in mantra for the frame name is currently “/$hip/$FF.tif” and the output is “1.tif” for frame 1 etc. if I have say a thousand frames being rendered how can I make the leading digits “0” ie. “0001.tif”?
Thanks for the help.
Thanks for the help.
Houdini Lounge » Composing movies from still images options?
- Sealth
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Hey everyone,
Thought I would see what the houdini group thinks of programs to compose movies from a whack of images. I know that you can use quicktime pro, ffmpeg, and probably after effects as well as a bunch of other both commandline and gui tools.
I am just finishing up school and starting to think about industry jobs and am wondering what would be beneficial for me to learn. Also what would give me a large range of control over the final movie. I'd love to hear what people think on this one.
Thanks in advance!
Thought I would see what the houdini group thinks of programs to compose movies from a whack of images. I know that you can use quicktime pro, ffmpeg, and probably after effects as well as a bunch of other both commandline and gui tools.
I am just finishing up school and starting to think about industry jobs and am wondering what would be beneficial for me to learn. Also what would give me a large range of control over the final movie. I'd love to hear what people think on this one.
Thanks in advance!
Technical Discussion » multi-line python expression
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The quotes were just for posting - I didn't actually have them in the expression. But I was definitely missing the slash etc.
Thanks a bunch!
What about creating a tool for this? How would I prompt for values?
Thanks a bunch!
What about creating a tool for this? How would I prompt for values?
Technical Discussion » multi-line python expression
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I'm trying to create a multi-line python expression that will automatically place the bottom of an object (lets say a tube) at the zx plane. I know that it should be pretty simple (ie. ty = height/2) but when I try to put a multi-line python expression into the ty parameter of the tube I get an error. here is the expression (I'm sure that it is not as simplified as it should be):
“n = hou.node('obj/geo1/tube1')
h = n.parm('height')
h = h/2
return h”
and here is the error that I am getting:
Error evaluating autocompletion:
“ File \”<stdin>\“, line 1
__import__('houdiniInterpreter').getCallTipOrAutoCompleteArgumentsList(\”n = hou.node('obj/geo1/tube1')
^
SyntaxError: EOL while scanning single-quoted string
"
I also thought that this should be pretty simple to create a shelf tool called lets say ‘place’ that prompted for the value to be set (in the example above this would be the ‘tx’value) and the value to use as a reference ('height').
I'm thinking that this would be useful if I had a bunch of items on a table and I wanted to change the height of the table the items would still be sitting on the top of the table instead of hanging in space etc.
Any thoughts?
“n = hou.node('obj/geo1/tube1')
h = n.parm('height')
h = h/2
return h”
and here is the error that I am getting:
Error evaluating autocompletion:
“ File \”<stdin>\“, line 1
__import__('houdiniInterpreter').getCallTipOrAutoCompleteArgumentsList(\”n = hou.node('obj/geo1/tube1')
^
SyntaxError: EOL while scanning single-quoted string
"
I also thought that this should be pretty simple to create a shelf tool called lets say ‘place’ that prompted for the value to be set (in the example above this would be the ‘tx’value) and the value to use as a reference ('height').
I'm thinking that this would be useful if I had a bunch of items on a table and I wanted to change the height of the table the items would still be sitting on the top of the table instead of hanging in space etc.
Any thoughts?
Technical Discussion » importing very large igs file
- Sealth
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I am trying to import a very large *.igs file and I get an error stating:
“giges.exe has stopped working”
working on windows 7 with 4 gigs of ram and a very basic nvidia video card, but the file is also quite large (380 000 kb) is there any way to prevent this from happening or getting around this?
any input would be greatly appreciated.
Cheers
“giges.exe has stopped working”
working on windows 7 with 4 gigs of ram and a very basic nvidia video card, but the file is also quite large (380 000 kb) is there any way to prevent this from happening or getting around this?
any input would be greatly appreciated.
Cheers
Technical Discussion » how to maintain group surface after subdivide
- Sealth
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well that's the thing… I want it to update after subdividing. I am working on low res geometry and when I create a group it doesn't correspond to the resulting high res geometry after subdividing (ie. it maintains the original primitive numbers - which are now in completely different areas of the subdivided geometry). If it doesn't make sense I can include an example.
Technical Discussion » how to maintain group surface after subdivide
- Sealth
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Quick question: (hopefully there is a quick answer) I have a cube, lets say a mesh with 3 divisions on each axis (so 4 poly's on each side, 24 in total. If I grouped all the polys on one surface and then subdivided, is there any way to maintain that group's subdivided surfaces as well? My example is a simple one I am looking for a solution to a more complicated model, but I'm hoping there is a procedural way to do it.
Technical Discussion » problems with grass from exchange
- Sealth
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when I try to load the grass hip file I get the following errors:
Warning: Not enough elements found for parameter “default”
not enough elements found for parameter “value”
Warning: Skipping unrecognized parameter “planeorient”
Skipping unrecognized parameter “circlesorient”
Warning: Skipping unrecognized parameter “circlesorient”
Skipping unrecognized parameter “planesorient”
Any thoughts?
Warning: Not enough elements found for parameter “default”
not enough elements found for parameter “value”
Warning: Skipping unrecognized parameter “planeorient”
Skipping unrecognized parameter “circlesorient”
Warning: Skipping unrecognized parameter “circlesorient”
Skipping unrecognized parameter “planesorient”
Any thoughts?
Technical Discussion » rendering specific sops in certain veiw modes
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hey guys, another annoying little question for ya. Is it possible to render out specific sops in let's say wireframe mode or flat shaded wireframe etc. So if I had lets say one object called ‘rendertest’ and inside that object I had three sops, one polygon mesh called ‘mesh1’ and edit sod called ‘edit1’ and a subdivide called ‘subdivide1’ and for each frame I wanted to start at the first sop ‘mesh1’ but want to render it in wireframe and then frame 2 render ‘edit1’ in wireframe etc. Anyone ever done something like this before, and if not would it be difficult to do?
thx,
thx,
Technical Discussion » hair tutorial
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Hey folks, looking for a point in the right direction. I've downloaded a copy of the hair tutorial of the odforce website (http://odforce.net/tips/) [odforce.net] but am having some trouble understanding the README file. In it, it gives some example values for changing some properties of the hair:
“GLOBAL VARIABLES:
HAIR_FREQ - The subdivisions on the source geometry, controls the density
or number of hairs generated.
NORMALS - A control for randomizing the orientation of each hair.
HAIR_LENGTH - Controls the overall length of the hairs.
VARIATION - A control for randomizing the length of each hair
HAIR_WIDTH - Controls the thickness of each hair as it appears when rendered
with vmantra.
ROOT_WIDTH - Additional control for rendered thickness of the base or start
of each hair.
STIFFNESS - Controls the value of the blend sop, helps simulate ”stiffness“
of the hair.
EXAMPLE SETTINGS:
Fluffy Ball:
HAIR_FREQ = 20
NORMALS = .75
HAIR_LENGTH = .9
VARIATION = 1
HAIR_WIDTH = .004
ROOT_WIDTH = .01
STIFFNESS = .5
Spiky:
HAIR_FREQ = 3
NORMALS = .75
HAIR_LENGTH = .7
VARIATION = .5
HAIR_WIDTH = .01
ROOT_WIDTH = .1
STIFFNESS = .8
Peach Fuzz:
HAIR_FREQ = 30
NORMALS = 1.5
HAIR_LENGTH = .05
VARIATION = .01
HAIR_WIDTH = .005
ROOT_WIDTH = .007
STIFFNESS = .85
”
However, I cannot seem to find where to change the properties of those global variables… do I need to create new attributes or am I missing something very simple (I assume the latter). I've included the hip file.
“GLOBAL VARIABLES:
HAIR_FREQ - The subdivisions on the source geometry, controls the density
or number of hairs generated.
NORMALS - A control for randomizing the orientation of each hair.
HAIR_LENGTH - Controls the overall length of the hairs.
VARIATION - A control for randomizing the length of each hair
HAIR_WIDTH - Controls the thickness of each hair as it appears when rendered
with vmantra.
ROOT_WIDTH - Additional control for rendered thickness of the base or start
of each hair.
STIFFNESS - Controls the value of the blend sop, helps simulate ”stiffness“
of the hair.
EXAMPLE SETTINGS:
Fluffy Ball:
HAIR_FREQ = 20
NORMALS = .75
HAIR_LENGTH = .9
VARIATION = 1
HAIR_WIDTH = .004
ROOT_WIDTH = .01
STIFFNESS = .5
Spiky:
HAIR_FREQ = 3
NORMALS = .75
HAIR_LENGTH = .7
VARIATION = .5
HAIR_WIDTH = .01
ROOT_WIDTH = .1
STIFFNESS = .8
Peach Fuzz:
HAIR_FREQ = 30
NORMALS = 1.5
HAIR_LENGTH = .05
VARIATION = .01
HAIR_WIDTH = .005
ROOT_WIDTH = .007
STIFFNESS = .85
”
However, I cannot seem to find where to change the properties of those global variables… do I need to create new attributes or am I missing something very simple (I assume the latter). I've included the hip file.
Technical Discussion » City/ Buildings Modelling
- Sealth
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Technical Discussion » rendering sprites problems
- Sealth
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Technical Discussion » rendering sprites problems
- Sealth
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Technical Discussion » rendering sprites problems
- Sealth
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Hey everyone…. another question. I'm trying to render out some sprites based on the position of a particle, however, it seems to instance 3 sprites to each particle for some reason. Anyone know what I'm doing wrong here…
Houdini Lounge » creating an animation from images
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Does anyone know of any open source program that will create avi's or some type of movie file from jpg's or some type of image file?
thx
thx
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