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Technical Discussion » All But Group, Delete DOP
- anon_user_63541013
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Technical Discussion » All But Group, Delete DOP
- anon_user_63541013
- 197 posts
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How do you make it re-evaluate every frame? Currently because no objects are selected it deletes all, but as objects start to group it doesn't update.
Technical Discussion » All But Group, Delete DOP
- anon_user_63541013
- 197 posts
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Thanks, I used to know all of this, it's been about 3 or so months since I've really used it though, can't believe I got ! confused with it.
Technical Discussion » All But Group, Delete DOP
- anon_user_63541013
- 197 posts
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How do you delete every object but ones from a group in the delete DOP?
I tried: “!group”, with no success.
I tried: “!group”, with no success.
Houdini Lounge » Mac OS X Mavericks
- anon_user_63541013
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Also Mavericks comes with OpenCL 1.2, and it works on intel 4000/5000 graphics. I found it funny that the original developers of OpenCL for sometime didn't have the latest version running. Maybe this stuff got pushed aside with iOS but they're picking up the slack again.
Houdini Lounge » Mac OS X Mavericks
- anon_user_63541013
- 197 posts
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Yes, Apple's LLVM 5.0 seems to give some fairly big speed improvements, although you're code probably doesn't rely on compiler optimisations so much.
Houdini Lounge » Mac OS X Mavericks
- anon_user_63541013
- 197 posts
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Houdini Lounge » Mac OS X Mavericks
- anon_user_63541013
- 197 posts
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https://developer.apple.com/wwdc/videos/ [developer.apple.com] you might be interested in the Painting the Future video, in it they demo MARI on the new Mac Pro. I saw some Houdini work in the reel at the start I think.
Houdini Lounge » Mac OS X Mavericks
- anon_user_63541013
- 197 posts
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There are apparently lot's more performance enhancements. This version seems to me like the best of both worlds, feature wise Mac OS X has always been the best, now they're going further with performance.
Houdini Lounge » Mac OS X Mavericks
- anon_user_63541013
- 197 posts
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Houdini Lounge » Mac OS X Mavericks
- anon_user_63541013
- 197 posts
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I like the idea of keeping the HDDs separate, it's normally the thing that fails, and also causes heating issues so a machine of this size probably couldn't deal with them as well. I think this direction is ripe with possibility and if not this version surely down the line for me it will be the best workstation. I think it's OpenGL 4.1 right now. The performance enhancements on the CPU/memory side of things are very impressive: http://www.apple.com/osx/preview/advanced-technologies.html [apple.com] . It's good to see the focus back on performance.
Houdini Lounge » Mac OS X Mavericks
- anon_user_63541013
- 197 posts
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The performance enhancements to Mac OS X have me very excited, especially considering the new Mac Pro. I'm most pleased by OpenGL 4. When will you guys get your hands on it, and will there be fullscreen mode ever? It (full screen mode, and mission control), has completely changed how I multitask.
Technical Discussion » Texturing a box.
- anon_user_63541013
- 197 posts
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My OpenGL engine needs 0-1, I guess I could code it in to simply transpose but I can't be bothered.
Technical Discussion » Texturing a box.
- anon_user_63541013
- 197 posts
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Thankyou.
I'd have thought UV texturing would be a little more straight forward for texturing a box.
I'd have thought UV texturing would be a little more straight forward for texturing a box.
Technical Discussion » Texturing a box.
- anon_user_63541013
- 197 posts
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This might be the worst question ever asked here but I'm going to ask it anyway.
How do you texture a box without edge consolidation so that each face has from bottom left to bottom right clockwise these UVs: 0,0 0,1 1,1 1,0. I need it for a Game engine I'm making. It should be fairly simple but I end up with only 2 faces working and the rest smeared (stripes of the first row of pixels) when I import the Obj. It's not the engine because I've used arrays before I made the object loader and the loader works on third party models fine.
How do you texture a box without edge consolidation so that each face has from bottom left to bottom right clockwise these UVs: 0,0 0,1 1,1 1,0. I need it for a Game engine I'm making. It should be fairly simple but I end up with only 2 faces working and the rest smeared (stripes of the first row of pixels) when I import the Obj. It's not the engine because I've used arrays before I made the object loader and the loader works on third party models fine.
Houdini Learning Materials » Dynamic Wetmaps Tutorial
- anon_user_63541013
- 197 posts
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Houdini Learning Materials » Toronto Technical Evening: Bullet Simulations
- anon_user_63541013
- 197 posts
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Houdini Learning Materials » USGS satelite data
- anon_user_63541013
- 197 posts
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It teaches how to interpret data in Houdini using python so it's worth a look up, you can do it in python, so watching it will teach you how to do python under Houdini, instead you could look at their python tut if a maybe isn't worth the money.
Technical Discussion » bounce question
- anon_user_63541013
- 197 posts
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Work in Progress » Houdini Audio Driven Animation
- anon_user_63541013
- 197 posts
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