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Houdini Learning Materials » Procedural grouping (grouping leafs of a tree)
- alexpi
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The tree file is too big (32MB) to upload. The primitives are not in arranged in a particular way. The leafs are not connected to the tree, they just float arround, and all of them are just these two prim squares. The only way I can think of achieving the grouping, is adding any geometry that has two prims to a group, perhaps by some kind of looping.
Houdini Learning Materials » Procedural grouping (grouping leafs of a tree)
- alexpi
- 41 posts
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To simplify my question, is there a way to make one group containing every distinct (with border edges) piece of geometry, that is comprised of n number of primitives? In my example above, that would select all leafs (2 prims) and no trunk or branches.
Houdini Learning Materials » Procedural grouping (grouping leafs of a tree)
- alexpi
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Thanks Enivob. I am doing this as an exercise, so I was searching for a way to accomplish this using expressions, or a SOP I probably am not familiar with.
Houdini Learning Materials » Procedural grouping (grouping leafs of a tree)
- alexpi
- 41 posts
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Hello,
I have this crude tree, and I want to select all ‘leaves’. I thought of selecting all edges that are inside the leaf parts (I highlighted some examples in red), and convert those to primitives - all this with the Group SOP. Any ideas for achieving that?
I have this crude tree, and I want to select all ‘leaves’. I thought of selecting all edges that are inside the leaf parts (I highlighted some examples in red), and convert those to primitives - all this with the Group SOP. Any ideas for achieving that?
Edited by alexpi - Dec. 3, 2016 07:59:45
Houdini Learning Materials » Measure distance of RBD objects from camera
- alexpi
- 41 posts
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Hello,
I want to change the color of RBD objects that are moving away (using various forces) from the camera. Is it possible to measure these distances?
I want to change the color of RBD objects that are moving away (using various forces) from the camera. Is it possible to measure these distances?
Technical Discussion » I am at the verge of giving up on Apple please help
- alexpi
- 41 posts
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I am not familiar with the inner workings of OpenGL, but maybe the next version of OpenGL, Vulcan https://www.khronos.org/vulkan [khronos.org] will unify all platforms. I see that Apple is a supporter.
I guess though that this would take operating system and 3D application developers a long time to implement.
I guess though that this would take operating system and 3D application developers a long time to implement.
Houdini Learning Materials » Color each copy differently, according to ramp colors
- alexpi
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Houdini Learning Materials » Color each copy differently, according to ramp colors
- alexpi
- 41 posts
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Hello,
I saw this in a tutorial some time ago, and I can't remember how to do it.
I have a structure with many pieces, made with the copy SOP. I want to color each copy randomly, based on a color ramp set to constant interpolation. I want to use a ramp, so I can have some colors appearing more often than others (these colors will have a larger range in the ramp).
Any ideas?
I saw this in a tutorial some time ago, and I can't remember how to do it.
I have a structure with many pieces, made with the copy SOP. I want to color each copy randomly, based on a color ramp set to constant interpolation. I want to use a ramp, so I can have some colors appearing more often than others (these colors will have a larger range in the ramp).
Any ideas?
Technical Discussion » Macbook Pro, Iris Pro and external monitor
- alexpi
- 41 posts
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Hello Chris, thanks for replying!
I am also fairly new to Houdini. The issue I worry about mainly, is the viewport performance when connecting a large external screen. Since there will be no dedicated gpu, I am afraid that the Iris Pro won't be able to drive it smoothly. I am not sure if this has to do with video RAM. The Iris Pro can use 1.5GB max.
I also worry about any heating issues as you mentioned. I will look into network rendering, but I want to be able to experiment, model, animate etc on the laptop.
I am also fairly new to Houdini. The issue I worry about mainly, is the viewport performance when connecting a large external screen. Since there will be no dedicated gpu, I am afraid that the Iris Pro won't be able to drive it smoothly. I am not sure if this has to do with video RAM. The Iris Pro can use 1.5GB max.
I also worry about any heating issues as you mentioned. I will look into network rendering, but I want to be able to experiment, model, animate etc on the laptop.
Technical Discussion » Macbook Pro, Iris Pro and external monitor
- alexpi
- 41 posts
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Hello,
Since I move a lot, I was thinking of getting a Macbook Pro without a dedicated graphics card (Iris Pro only). I would also like to use an external display with it - maybe even a 4K one (I guess I'm pushing it..).
Do you think that would work with Houdini? I am doing motion graphics and experimental video art type of work.
Since I move a lot, I was thinking of getting a Macbook Pro without a dedicated graphics card (Iris Pro only). I would also like to use an external display with it - maybe even a 4K one (I guess I'm pushing it..).
Do you think that would work with Houdini? I am doing motion graphics and experimental video art type of work.
Houdini Lounge » Please test SideFX Web Site with the new version of Safari
- alexpi
- 41 posts
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Besides the Safari problem, the site needs to be redesigned and rebuilt. It is very old design-wise, it is not very user friendly and the development part contains some very old techniques (tables for layout, graphics for text?!)
It's a pity since it is presenting such a great company and product!
It's a pity since it is presenting such a great company and product!
Houdini Lounge » Houdini 14 Wishlist
- alexpi
- 41 posts
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It would be nice to have a more minimal UI design, with simpler icons. I am suggesting a vector format for the icons for optimal display in high-dpi screens.
Houdini Indie and Apprentice » Houdini download form broken
- alexpi
- 41 posts
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It was the anti-virus software that stopped the download process after all (with no warnings).
Houdini Indie and Apprentice » Houdini download form broken
- alexpi
- 41 posts
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The download stops at 39MB everytime I try, followed by a temporary loss of my internet connection. Can anybody confirm this issue? Is there another location to download?
Houdini Indie and Apprentice » Houdini download form broken
- alexpi
- 41 posts
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The download page now works, but the download always stops at 39MB. Am I the only one experiencing this issue?
Houdini Indie and Apprentice » Houdini download form broken
- alexpi
- 41 posts
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When downloading the latest build, the progress stops at 39MB, then it resumes but the downloaded file is corrupt.
What's going on?!
What's going on?!
Houdini Indie and Apprentice » Houdini download form broken
- alexpi
- 41 posts
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Houdini Indie and Apprentice » Houdini download form broken
- alexpi
- 41 posts
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Houdini Learning Materials » Save geometry as vector file
- alexpi
- 41 posts
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Hello,
Is there a way to save a scene as a vector file, for placing into Illustrator for example?
I found that I can save geometry as a .dxf (which is recognized by Illustrator), by using a node's context menu, but this saves only a side view of the object.
Can I choose a perspective view or a camera?
Is there a way to save a scene as a vector file, for placing into Illustrator for example?
I found that I can save geometry as a .dxf (which is recognized by Illustrator), by using a node's context menu, but this saves only a side view of the object.
Can I choose a perspective view or a camera?
Houdini Lounge » How to add OpenGL preview to custom shaders?
- alexpi
- 41 posts
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Hi all,
I am just making some simple lighting model shaders.
I have found a way to add OGL preview by adding OGL parameters to the Material Shader Builder through the edit parameter interface, and making references to the relevant properties inside VEX Builder.
This doesn't seem very intuitive, and I wanted to know if there is a better workflow.
I am just making some simple lighting model shaders.
I have found a way to add OGL preview by adding OGL parameters to the Material Shader Builder through the edit parameter interface, and making references to the relevant properties inside VEX Builder.
This doesn't seem very intuitive, and I wanted to know if there is a better workflow.
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