Is there anything like an object merge or nuke's postage stamp for the top level of the stage? I'm making a bunch of instancers and have lines crossing all over the place atm - would really like to organize and clean things up.
Cheers!
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Solaris and Karma » object merge or postage stamp
- alnh
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Houdini Indie and Apprentice » Hot to set Parameter panel on the top left when network maximized
- alnh
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Did anything ever come of this? I'd like to be able to position the parameter panel overlay on the nodegraph to be on the upper or bottom left also.
Houdini Lounge » Debate question - should SideFX invest in paint/sculpt?
- alnh
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BrianHanke
Next level solution: sculpting with Vellum Brush! :P
This looks interesting! I also found a couple cool tips re. sculpting in houdini here:
https://www.youtube.com/watch?v=loAvP68H8SM [www.youtube.com]
- a more interactive way of defining the sculpt vector and another "shotsculpt" tool that actually looks kinda promising too.
Houdini Lounge » Debate question - should SideFX invest in paint/sculpt?
- alnh
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DigipictionalnhYou can do this with an Edit node, although it's not as convenient as a proper brush tool.
Personally I'd be happy with just the addition of a move brush so points can be interactively moved directionally
On the edit node, you want to turn on Tweak Mode which lets you interactively move points without selecting them first. To trigger the soft radius, you need to select a point once, because otherwise the setting is greyed out. You can do this in Tweak mode by clicking on a point and immediately letting go.
Then change the soft radius parameter. You can now continually move parts of the model with a soft falloff. Unfortunately it doesn't work when you want to move a polygon, so you'll have to make sure that you always move either a point or an edge, as the soft falloff is ignored when you move a polygon.
By "directionally" I mean like the move tool in zbrush - ie. click and drag to the left to move points to the left, or click and drag to the right to move points to the right. As far as I can tell, the direction is either along the normal or a manually set vector.
I'm not asking for zbrush like sculpting - just the basics to hopefully skip the odd trip to zbrush or maya. I understand the criticism of houdini for modelling, it took me some time to be convinced. But Houdini is great for modelling - much better than maya for many things - eg. manufactured objects, damaged objects and even some more organic stuff like rock and terrain. It also allows for easy changes and multiple iterations.
Houdini Lounge » Debate question - should SideFX invest in paint/sculpt?
- alnh
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I'm just having a play in 19.5. I was hoping the sculpt tool would be a little more full featured but it doesn't seem so. Personally I'd be happy with just the addition of a move brush so points can be interactively moved directionally (flatten would be a bonus!). I guess sidefx knows already that this would be very welcome and there's some good technical reason that this functionality isn't there yet. Now after doing a bunch of modelling in houdini, this is right at the top my wish list!
Technical Discussion » find geo in node graph
- alnh
- 17 posts
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Thanks Tomas. Sounds like I'll just have to be more organized. Quickmarks really help too. It would be nice too if there was a nice way to hotkey which nodes we're viewing from (a la nuke).
Edited by alnh - Aug. 19, 2022 17:52:09
Technical Discussion » find geo in node graph
- alnh
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Is there any way to find geo in a large modelling network before its merged with everything else? An example - if I'm modelling a large complex building and I want to now edit a specific wall, I'd normally want to edit it before it merges with the rest of the building (to keep things organized and procedural). Is there a way to find this place in a complex network? When modelling in houdini, I find myself constantly searching through a node graph to find the node where I want to begin my modelling changes.
Hopefully that makes sense.
Hopefully that makes sense.
Houdini Lounge » creating nodes with a wacom
- alnh
- 17 posts
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I also notice that the when adjusting values with the mmb/ladder with the wacom the value will sometimes jump. I did try changing the pen mode from hover and it may help with the ladder, but I don't think that it helps with the making nodes issue here for me.
I'm on linux at work and mac at home and they're exactly the same. I'm also working at home on my mac and connecting through pcoip. (I don't know how I forgot to mention all that in my original question! :S) And I'm wondering now if since the issue and feel is exactly the same on my mac in houdini as it is at work - the functioning of the wacom in houdini may be a bit different on the mac??
I'm on linux at work and mac at home and they're exactly the same. I'm also working at home on my mac and connecting through pcoip. (I don't know how I forgot to mention all that in my original question! :S) And I'm wondering now if since the issue and feel is exactly the same on my mac in houdini as it is at work - the functioning of the wacom in houdini may be a bit different on the mac??
Edited by alnh - March 11, 2022 13:01:08
Houdini Lounge » creating nodes with a wacom
- alnh
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Thanks for the replies - and confirmation that this will work! Ok I think its the way I'm lifting the pen. Im maybe dragging it a tiny amount as I lift. If I focus on lifting it straight up, it works a lot better. But I have to really focus on it atm and the menu still blinks off often - as soon as I lift the pen after hitting tab. I think you guys must have less shaky hands than I do! . Time to practice lifting the pen without moving it to the side!
Edited by alnh - March 10, 2022 21:04:54
Houdini Lounge » creating nodes with a wacom
- alnh
- 17 posts
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I'm having difficulty creating nodes in the node graph with a wacom - when I drag a connection line and then tab, the menu will either disappear or I'll be in a category like eg. heightfields so when I start typing eg. "m-e-r-g..." it doesn't work. Similarly if I click-drag on a node output and hit tab, the menu just blinks off with the wacom. I've got the bottom button mapped to mmb, the top to rmb.
I keep reaching for the mouse, but I'd really like not too (my forearm hurts). Anyone know of a workaround or fix?
Thanks!
I keep reaching for the mouse, but I'd really like not too (my forearm hurts). Anyone know of a workaround or fix?
Thanks!
Houdini Indie and Apprentice » houdini crashing frequently on imac
- alnh
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I'm running 18.5.499 apprentice on a imac - catalina, 72GB ram, amd radeon pro 5300 4 gb. Houdini is crashing a lot (5-10x/hr). I'm not sure, but it may be worse after the .499 upgrade.
Generally I'd say that performance is very good, I can handle lots of polly's I don't experience much in the way of lagging (but I'm fairly new to houdini, so I don't know what to expect). But the crashing is really an issue for me and like to find a solution. I understand that my gpu isn't supported - does this mean that it may be the main culprit here? Is there a solution to this - would an external gpu fix this?
Cheers
Allan
Generally I'd say that performance is very good, I can handle lots of polly's I don't experience much in the way of lagging (but I'm fairly new to houdini, so I don't know what to expect). But the crashing is really an issue for me and like to find a solution. I understand that my gpu isn't supported - does this mean that it may be the main culprit here? Is there a solution to this - would an external gpu fix this?
Cheers
Allan
Houdini Lounge » pop attractor not working as expected
- alnh
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Houdini Lounge » pop attractor not working as expected
- alnh
- 17 posts
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Thanks for the help! Now how do I animate the drag based on proximity to the attractor points? Is this where I delve into Houdini expressions? Please nudge me in the right direction….
Houdini Lounge » pop attractor not working as expected
- alnh
- 17 posts
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Hi, I'm reposting this - I haven't got any responses from the Apprentice forum.
I'm very new to Houdini. I'm trying to do a particle simulation where particles first move around and then each go back to specific points, that will eventually define a static shape(s).
The simulation is working (sort of), but I'm getting many stray particles that continue to fly around. I understand that I can fix this by animating drag parameters etc., but I'm wondering if I'm missing something and the attractor pop could be doing what I want.
Also, if anybody has suggestions, or a better way that might help….
I've attached the file (hipnc)
Thanks
I'm very new to Houdini. I'm trying to do a particle simulation where particles first move around and then each go back to specific points, that will eventually define a static shape(s).
The simulation is working (sort of), but I'm getting many stray particles that continue to fly around. I understand that I can fix this by animating drag parameters etc., but I'm wondering if I'm missing something and the attractor pop could be doing what I want.
Also, if anybody has suggestions, or a better way that might help….
I've attached the file (hipnc)
Thanks
Houdini Indie and Apprentice » attractors not working
- alnh
- 17 posts
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I'm very new to Houdini. I'm trying to do a particle simulation where particles first move around and then each go back to specific points, that will eventually define a static shape.
The simulation is working (sort of), but I'm getting many stray particles that continue to fly around. I understand that I can fix this by animating drag parameters etc., but I'm wondering if I'm missing something and the attractor pop could be doing what I want.
Also, if anybody has suggestions, or a better way that might help….
I've attached the file (hipnc)
Thanks
The simulation is working (sort of), but I'm getting many stray particles that continue to fly around. I understand that I can fix this by animating drag parameters etc., but I'm wondering if I'm missing something and the attractor pop could be doing what I want.
Also, if anybody has suggestions, or a better way that might help….
I've attached the file (hipnc)
Thanks
Technical Discussion » houdini windows w. ubuntu
- alnh
- 17 posts
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Technical Discussion » houdini windows w. ubuntu
- alnh
- 17 posts
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I've just installed Houdini on. ubuntu 8.04 (64 bit) after playing with it for a while on XP. Everything seems to be working pretty well, but I've found that floating windows - eg. channel editor - disappear behind the main interface when you select it. Anyone have a solution to this?
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