yes!!! another challenge!!!!!
come on!!!!!
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Houdini Lounge » Apprentice Challange and SIGGRAPH04 questions
- betty
- 51 posts
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Technical Discussion » building muscles.
- betty
- 51 posts
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hey ambient
maybe you could try this, it works for me.
*go into CHOPs and put down a geometryCHOP-
SOP - would be the point1SOP of the null object
Method - animated
Transform object - /obj/null1
*then go into SOPs were you have the magnetSOP and put down a channelSOP after the metaball you are using for magnets. ( i presume this is what you are doing)
CHOP - is the geometryCHOP you just put down
Method - animated
Channel Scope - t
Attribute Scope - P
Now your metaball will follow the null even if it is on a path. after the channelSOP i believe would follow the magnetSOP.
hope this helps…….works for me.
betty
maybe you could try this, it works for me.
*go into CHOPs and put down a geometryCHOP-
SOP - would be the point1SOP of the null object
Method - animated
Transform object - /obj/null1
*then go into SOPs were you have the magnetSOP and put down a channelSOP after the metaball you are using for magnets. ( i presume this is what you are doing)
CHOP - is the geometryCHOP you just put down
Method - animated
Channel Scope - t
Attribute Scope - P
Now your metaball will follow the null even if it is on a path. after the channelSOP i believe would follow the magnetSOP.
hope this helps…….works for me.
betty
Houdini Lounge » houdini.exe - entry point not found.
- betty
- 51 posts
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i don't know how this started, but now each time i start up houdini i have two messages come up.
1st - HOUDINI.EXE - ENTRY POINT NOT FOUND
“The procedure entry point jpeg_CreateCompress could not be located in the dynamic link library libjpeg.dll.”
2nd - HOUDINI DSO ERROR
“Couldn't load CPROGRA~1/HOUDINI~1.286/houdini/dso/fb/IMG_JPEG.dll.
This is probably because the file was intended to use with a different version of houdini.”
then the houdini console will come up with “Error ”CPROGRA~1/SIDEEF~1/HOUDIN~1.286/houdini/FBoptions": Unknown file format “JPEG” "
this wasn't the case up until about four days ago. i checked for this file and it is where it says it is .
just confused.
anybody understand this?
thanks
1st - HOUDINI.EXE - ENTRY POINT NOT FOUND
“The procedure entry point jpeg_CreateCompress could not be located in the dynamic link library libjpeg.dll.”
2nd - HOUDINI DSO ERROR
“Couldn't load CPROGRA~1/HOUDINI~1.286/houdini/dso/fb/IMG_JPEG.dll.
This is probably because the file was intended to use with a different version of houdini.”
then the houdini console will come up with “Error ”CPROGRA~1/SIDEEF~1/HOUDIN~1.286/houdini/FBoptions": Unknown file format “JPEG” "
this wasn't the case up until about four days ago. i checked for this file and it is where it says it is .
just confused.
anybody understand this?
thanks
Technical Discussion » extrude_feature_request
- betty
- 51 posts
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cpb
i think what you are after is an extrude by normal? which is not available.
and yes it woud be very much needed!!!!!!!!!!
i think what you are after is an extrude by normal? which is not available.
and yes it woud be very much needed!!!!!!!!!!
Houdini Lounge » mantra optimized for P4?
- betty
- 51 posts
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thanks guys!
good to see that both work equally well with houdini as this gives me greater choice for a new machine.
i was just thinking this may not be the case after seeing some lightwave and cinema4d render tests. these two tools had P4 optimized renderers and left AMD well behind….i think it had something to do with SSE2 instruction sets or something along those lines, sorry not too familiar with this stuff.
good to see that both work equally well with houdini as this gives me greater choice for a new machine.
i was just thinking this may not be the case after seeing some lightwave and cinema4d render tests. these two tools had P4 optimized renderers and left AMD well behind….i think it had something to do with SSE2 instruction sets or something along those lines, sorry not too familiar with this stuff.
Houdini Lounge » mantra optimized for P4?
- betty
- 51 posts
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i want to get a new machine and was wondering about mantra/local houdiniROPs ….are they optimized for the P4?
i've seen benchmarks for other renderers which have had optimizations and they make a huge difference when compared to the AMD chips.
is this the case with houdini?
thanks
b
i've seen benchmarks for other renderers which have had optimizations and they make a huge difference when compared to the AMD chips.
is this the case with houdini?
thanks
b
Technical Discussion » particles interaction with displacement shaders
- betty
- 51 posts
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thanks all.
and yep JC and puma i was thinking of this but was hoping that there was another easier method. i'll give VOPs a spin.
thanks again.
b
and yep JC and puma i was thinking of this but was hoping that there was another easier method. i'll give VOPs a spin.
thanks again.
b
Technical Discussion » particles interaction with displacement shaders
- betty
- 51 posts
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very nice jacob, thanks for that. but a slight problem for now is that i am using a procedural displacement shader. how would i do it with this?
thanks again
b
thanks again
b
Technical Discussion » particles interaction with displacement shaders
- betty
- 51 posts
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i just want to know how to get my particles to reference/interact/birth from the surface of the displaced geometry from my displacement shader and not from the actual geo at the SOP level which is obviously not displaced.
thanks
thanks
Technical Discussion » light rays
- betty
- 51 posts
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Technical Discussion » light rays
- betty
- 51 posts
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ok, i'm slowly learning this. so opacity shouldn't have an effect but the alpha channel should be read, isn't this right? i just deleted some faces of the geo i'm using as an obstacle and it works great, but it would be good if it could read the alpha channel
Technical Discussion » light rays
- betty
- 51 posts
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thanks old school
just what i wanted, but i did run into a problem. when i do have shadows enabled it doesn't seem to pick up the opacity or alpha of the object the light first hits. i'll keep trying, maybe i have done something incorrectly.
thanks again
b
just what i wanted, but i did run into a problem. when i do have shadows enabled it doesn't seem to pick up the opacity or alpha of the object the light first hits. i'll keep trying, maybe i have done something incorrectly.
thanks again
b
Technical Discussion » light rays
- betty
- 51 posts
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i am wondering how i can get the ray of light rendered in matra. basically a volumetric effect i guess.
thanks
thanks
Technical Discussion » CREASING at the SOP level for OBJECT level subd's
- betty
- 51 posts
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Technical Discussion » CREASING at the SOP level for OBJECT level subd's
- betty
- 51 posts
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hi
i can't seem to be able to use creases on edges for poly models at the SOP level and have this go up and effect the final model when rendered with the option - “render as subdivsion surfaces”.
i see that the creaseSOP works with the subdivideSOP,(wich i don't want to use)….. but i've tried the primitiveSOP and the pointSOP with the weight attribute to no avail.
how can this be done?
i can't seem to be able to use creases on edges for poly models at the SOP level and have this go up and effect the final model when rendered with the option - “render as subdivsion surfaces”.
i see that the creaseSOP works with the subdivideSOP,(wich i don't want to use)….. but i've tried the primitiveSOP and the pointSOP with the weight attribute to no avail.
how can this be done?
Technical Discussion » Slow popnet cook.
- betty
- 51 posts
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david
this may help, if your POP simulation is all ready to go and you're happy with it you could render it out as geometry using the “geometry output OP” if that's what it is called…sorry i only have apprentice at home and can't confirm the ROP name, but that description should be enough for you to find it. anyway, after rendering out as geometry, read it back in with a fileSOP and no-more cooking. i guess it has a similar effect to what edward and arctor have described with the cache approach regarding playing your animation.
b
this may help, if your POP simulation is all ready to go and you're happy with it you could render it out as geometry using the “geometry output OP” if that's what it is called…sorry i only have apprentice at home and can't confirm the ROP name, but that description should be enough for you to find it. anyway, after rendering out as geometry, read it back in with a fileSOP and no-more cooking. i guess it has a similar effect to what edward and arctor have described with the cache approach regarding playing your animation.
b
Technical Discussion » Hiding particle groups in POPs
- betty
- 51 posts
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hey david,
when you split your particles name them in the ‘birth group’ section, (eg, splitz ), under the ‘birth’ tab. and also tick ‘preserve group’
now when you go into SOPs and place down a POP MERGE bring in the simulation. stick on a deleteSOP and select the ‘splitz’ group, now select ‘delete non-selected’ in the operation option.
you should only see your split particles in the viewport when you play your animation. change to ‘delete selected’ to only see/render the original particles.
b
when you split your particles name them in the ‘birth group’ section, (eg, splitz ), under the ‘birth’ tab. and also tick ‘preserve group’
now when you go into SOPs and place down a POP MERGE bring in the simulation. stick on a deleteSOP and select the ‘splitz’ group, now select ‘delete non-selected’ in the operation option.
you should only see your split particles in the viewport when you play your animation. change to ‘delete selected’ to only see/render the original particles.
b
Technical Discussion » How to conform volumetric particle stream to a curve.
- betty
- 51 posts
- Offline
david,
maybe you can try this.
place the source at the begining of the curve.
now with the curve add a pointSOP and go to the force folder. now add ‘radius’, ‘f scale’, ‘radial f’ and ‘edge f’…you will need to play/experiment with these parameters according to the effect you are after.
go into POPs and bring in the source for your particles. then add an attractor and use the pointSOP of the curve for this. add a dragPOP and play with the parameters. this will get your particles following a curve, as well as much more…….this works for me.
hope it helps
b
maybe you can try this.
place the source at the begining of the curve.
now with the curve add a pointSOP and go to the force folder. now add ‘radius’, ‘f scale’, ‘radial f’ and ‘edge f’…you will need to play/experiment with these parameters according to the effect you are after.
go into POPs and bring in the source for your particles. then add an attractor and use the pointSOP of the curve for this. add a dragPOP and play with the parameters. this will get your particles following a curve, as well as much more…….this works for me.
hope it helps
b
Technical Discussion » [?] Create and use Normal and Displacement Maps in Houdini
- betty
- 51 posts
- Offline
sorry but i don't have an answer for you.
i've been trying to work this out all last night but no go. i'm sure it must be doable in VOPs.
this seems to be attracting a lot of attention of late. mantra is very cool with displacements so i hope we can get this thing going….
just didn't want this thread to die.
hopefully somebody will notice…..in the meantime back to VOPs…..
i've been trying to work this out all last night but no go. i'm sure it must be doable in VOPs.
this seems to be attracting a lot of attention of late. mantra is very cool with displacements so i hope we can get this thing going….
just didn't want this thread to die.
hopefully somebody will notice…..in the meantime back to VOPs…..
Houdini Lounge » particle collision
- betty
- 51 posts
- Offline
keep the sphere you are simulating a primitve so it only has one point. you could simulate it in POPs if you like for more complexity/flexibility or in the springSOP.
now with the null, stay in the OBJECT level and in the tx parameter type in the expression : point(“/obj/geo1/pop1”, 0, “P”, 0) - obviously here i have used POPs to simulate, just go to were your simulated point is……
in the expression, the first 0 is the point number you are extracting from, the “P” is the position attribute, and the last 0 is for the translate parameter,
for ty, substitute the last 0 with 1( for y) and in tz use 2 (for z).
look this up in the expressions help guide. sorry i don't have houdini in front of me at the moment so check this just in case i am incorrect in any area.
now the null will have the simulation for it's translate parameters. of course this could have been the actuall sphere you want to use for collisions. i just simply used a null for the experiment as i was trying some other stuff out with it as well, you could use this expression anywhere to grab these parameters.
anyway, this is the way i grabbed the simulation, and would then be able to use a sphere with these parameters for a collision, which yes wouldn't work when simply using the simulated sphere.
i hope this helps,
look at CHOPs for more madness, but i guess not really needed in this case….maybe i shouldn't have mentioned it originally. but like i said i was just fooling to see what i could do with it…oh yeah, just remembered you also wanted to bake the simulation. i used the fetchCHOP to then grab these parameters and then locked it so i could re-use them whenever on any other object. CHOPs is pretty damn great, have a look at it.
now with the null, stay in the OBJECT level and in the tx parameter type in the expression : point(“/obj/geo1/pop1”, 0, “P”, 0) - obviously here i have used POPs to simulate, just go to were your simulated point is……
in the expression, the first 0 is the point number you are extracting from, the “P” is the position attribute, and the last 0 is for the translate parameter,
for ty, substitute the last 0 with 1( for y) and in tz use 2 (for z).
look this up in the expressions help guide. sorry i don't have houdini in front of me at the moment so check this just in case i am incorrect in any area.
now the null will have the simulation for it's translate parameters. of course this could have been the actuall sphere you want to use for collisions. i just simply used a null for the experiment as i was trying some other stuff out with it as well, you could use this expression anywhere to grab these parameters.
anyway, this is the way i grabbed the simulation, and would then be able to use a sphere with these parameters for a collision, which yes wouldn't work when simply using the simulated sphere.
i hope this helps,
look at CHOPs for more madness, but i guess not really needed in this case….maybe i shouldn't have mentioned it originally. but like i said i was just fooling to see what i could do with it…oh yeah, just remembered you also wanted to bake the simulation. i used the fetchCHOP to then grab these parameters and then locked it so i could re-use them whenever on any other object. CHOPs is pretty damn great, have a look at it.
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