I found this [sidefx.com], but still I have not tried.
It seems is that I will need.
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Houdini Indie and Apprentice » Can't see texture in viewport
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Houdini Indie and Apprentice » Can't see texture in viewport
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Now it works! Thank you!
As I see in Mantra render the texture mapped, I think that boxSOP already generate auto UV.
So, for this example is perfect, but now I've that generate UV from a skinSOP for a dynamic geo. I mean, can't edit with UV Pelt or unwrapping handly.
As I see in Mantra render the texture mapped, I think that boxSOP already generate auto UV.
So, for this example is perfect, but now I've that generate UV from a skinSOP for a dynamic geo. I mean, can't edit with UV Pelt or unwrapping handly.
Houdini Indie and Apprentice » Can't see texture in viewport
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Yes, I'm using Mantra in this screenshot, but for now only need show in viewport a texture for UV coords purposes.
Usually others 3D packages have connected basic shader parameters from built-in or third party render engines to render engine used in viewports to show textures for example.
However, something I should to do wrong, cos I put a image in Mantrasurface/OpenGL/Surface/Texture1 and no wants shows in viewport.
I understand that a simple BoxSOP have automatic UV coords by default, so a checker is shown correctly mapped rendering with Mantra.
Usually others 3D packages have connected basic shader parameters from built-in or third party render engines to render engine used in viewports to show textures for example.
However, something I should to do wrong, cos I put a image in Mantrasurface/OpenGL/Surface/Texture1 and no wants shows in viewport.
I understand that a simple BoxSOP have automatic UV coords by default, so a checker is shown correctly mapped rendering with Mantra.
Houdini Indie and Apprentice » Snapping Vertex Group To Vertex Group
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Maybe you can use a RaySOP to do this.
In Softimage it could use a Shrinkwrap with closest location vertex, so I'm thinking to build a approach with RaySOP.
In Softimage it could use a Shrinkwrap with closest location vertex, so I'm thinking to build a approach with RaySOP.
Houdini Indie and Apprentice » Can't see texture in viewport
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Can't see texture in viewport. OGL texture shoudn't show the same as diffuse by default? I need check something more?
Edited by Unaided - Jan. 11, 2017 09:07:52
Houdini Indie and Apprentice » How to create an additional and custom input for a SOP?
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I have found that I want using subnet, that I think is something like a folder or container.
The only one thing is I want create a digital asset from this, and I would like to know if there is possible do this at OBJ level, to avoid the user need get into to geo to connect its custom shape input.
The only one thing is I want create a digital asset from this, and I would like to know if there is possible do this at OBJ level, to avoid the user need get into to geo to connect its custom shape input.
Houdini Indie and Apprentice » How to create an additional and custom input for a SOP?
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From documentation, Object Merge do next Merges geometry from multiple sources and allows you to define the manner in which they are grouped together and transformed.
According with this description, this doesn't would be that I find. Maybe I'm attempt to do something wrong in object level.
However, the concept is very simple I think. That is extract a input control from a group to allow user can connect it something to this input without open group and go into this.
In Houdini, a node in object level (geo1 for example), have a one input and one output to do operations in this level.
My question is, it's possible that geo1 have a secondary input (not for parenting) point to custom parameter inside this geo1?
According with this description, this doesn't would be that I find. Maybe I'm attempt to do something wrong in object level.
However, the concept is very simple I think. That is extract a input control from a group to allow user can connect it something to this input without open group and go into this.
In Houdini, a node in object level (geo1 for example), have a one input and one output to do operations in this level.
My question is, it's possible that geo1 have a secondary input (not for parenting) point to custom parameter inside this geo1?
Edited by Unaided - Jan. 5, 2017 06:48:56
Houdini Indie and Apprentice » How to create an additional and custom input for a SOP?
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A-OC
If not, what purpose do you want that input to serve ?
For user can connect a own op. In my current case, to a curve profile it would be expected.
Edited by Unaided - Jan. 4, 2017 16:51:36
Houdini Indie and Apprentice » How to create an additional and custom input for a SOP?
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Switch isn't my question. I think have done a bad explanation.
In the Nuke screenshot, you can see ‘input’ nodes, they are the equivalent that I find in Houdini.
Input node inside a group, in Nuke allow connect inputs from outside the group.
There are something like that in Houdini?
In the Nuke screenshot, you can see ‘input’ nodes, they are the equivalent that I find in Houdini.
Input node inside a group, in Nuke allow connect inputs from outside the group.
There are something like that in Houdini?
Houdini Indie and Apprentice » How to create an additional and custom input for a SOP?
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I would like create a custom input for a SOP, like Nuke style input/output in groups.
I attached images to see the concept. I don't know if this is possible do it in Houdini for a SOP, and how to do it.
Thanks.
I attached images to see the concept. I don't know if this is possible do it in Houdini for a SOP, and how to do it.
Thanks.
Houdini Indie and Apprentice » Get channel from VOP?
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I've tried this when you are show me ‘inline code’ in your previous post, but my vex builder becames wrong. So I should try again and review my vex build.
Thanks Marc
Thanks Marc
Houdini Indie and Apprentice » Get channel from VOP?
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From wrangle I can get or call to parameter from connected SOP for example, with ch('path').
I find how do this into VEX Builder.
I find how do this into VEX Builder.
Edited by Unaided - Jan. 4, 2017 05:07:59
Houdini Indie and Apprentice » Get channel from VOP?
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Houdini Indie and Apprentice » Get channel from VOP?
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Thank you malbrecht
It was a quick doubt that I had
I would like how call to channel from VEX builder, the same way as expression is ch(“/path”)
It was a quick doubt that I had
I would like how call to channel from VEX builder, the same way as expression is ch(“/path”)
Houdini Indie and Apprentice » Get channel from VOP?
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Houdini Indie and Apprentice » Twisted curve and sweep SOP
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Thank you circusmonkey!
Using your method with Polyframe andcopyOp instead SweepSOP tangent + normal attributes, it seems works ok. Using a open profile and close with SkinOP is valid for my purporse too.
After I've seen that it have a bit of twist in the ends of curve. However it's suitable in most situations of twist and divisions.
It would be possible add a value to an attribute?
I want to try adding a small increment to current normal to attempt compensate the current deviation.
Using your method with Polyframe and
After I've seen that it have a bit of twist in the ends of curve. However it's suitable in most situations of twist and divisions.
It would be possible add a value to an attribute?
I want to try adding a small increment to current normal to attempt compensate the current deviation.
Edited by Unaided - Jan. 3, 2017 10:44:03
Houdini Indie and Apprentice » Twisted curve and sweep SOP
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Uploaded hip file.
I've seen the problem appears when the equation curve is heavy twisted. With a simple circle for example, works as expected when arc is closed in the same Circle SOP or keep arc opened, then using Ends SOP to close it.
I think in a way to control the ends up vector, but maybe there is a easy solution to keep a correct curve continuity respect its points orientation.
I've seen the problem appears when the equation curve is heavy twisted. With a simple circle for example, works as expected when arc is closed in the same Circle SOP or keep arc opened, then using Ends SOP to close it.
I think in a way to control the ends up vector, but maybe there is a easy solution to keep a correct curve continuity respect its points orientation.
Houdini Indie and Apprentice » Twisted curve and sweep SOP
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I have this problem with a twisted curve when I use a sweep operator. I see sweep sop it have Twist control, but I can't use it handly to fix this issue.
The curve is generated by a equation from wrangler, and must be a close curve. I've tried closing curve from code and with ends SOP.
I need have to control closing point of curve profile at start and at ends from sweep operator, else for curve rotation.
The curve is generated by a equation from wrangler, and must be a close curve. I've tried closing curve from code and with ends SOP.
I need have to control closing point of curve profile at start and at ends from sweep operator, else for curve rotation.
Houdini Indie and Apprentice » Parametric curve from formule?
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Thank you guys for your replies!
I've been successfully done my desired curve equation inside Houdini with VEX code in Wrangler SOP. Maybe too I'll try build it in VEX builder to have the same equation as graphic tree.
Next issue I have found it seems doing a twist or rotation normals in points generation. There is no problem excepts for start-ends curve, and the next operation that I want to do with this curve.
I think I will to open new topic to show this question, because I think this is other situation and I'm not found the way to solve it.
I've been successfully done my desired curve equation inside Houdini with VEX code in Wrangler SOP. Maybe too I'll try build it in VEX builder to have the same equation as graphic tree.
Next issue I have found it seems doing a twist or rotation normals in points generation. There is no problem excepts for start-ends curve, and the next operation that I want to do with this curve.
I think I will to open new topic to show this question, because I think this is other situation and I'm not found the way to solve it.
Houdini Indie and Apprentice » Parametric curve from formule?
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Thanks!
It's clarifyng for me. So why substract 1 value from radiant value?
I'm triying to build a small digital asset, that include a bit more complex curve equation than circle. However due I'm not having successful in that, I have try before with a more elementary thing like a circle equation.
At this point, I have reached to generate the curve shape by increasing number of points, but I think is not good solution because points aren't properly sorted.
I going to try dividing by line/points like you example for circle, Marc.
It's clarifyng for me. So why substract 1 value from radiant value?
I'm triying to build a small digital asset, that include a bit more complex curve equation than circle. However due I'm not having successful in that, I have try before with a more elementary thing like a circle equation.
At this point, I have reached to generate the curve shape by increasing number of points, but I think is not good solution because points aren't properly sorted.
I going to try dividing by line/points like you example for circle, Marc.
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