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Houdini Indie and Apprentice » GlueAdjacent not in my rigid shelf tools

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ctedin
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 Jan. 22, 2023 15:44:35
Thanks. That worked like a charm. I'll update my techniques for my students.
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Houdini Indie and Apprentice » GlueAdjacent not in my rigid shelf tools

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ctedin
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 Jan. 18, 2023 18:53:46
How do we glue rbd objects to static objects? That tool made it so easy. It doesn't work the same, now that the constraint network is inside the single RBD object.
Edited by ctedin - Jan. 18, 2023 18:54:49
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Houdini Indie and Apprentice » Houdini crashes to desktop

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ctedin
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 May 18, 2022 11:22:06
Also, make sure you are using a supported video card and proper drivers for it. You can rename your preference folder, and restart Houdini. When Houdini rebuilds the folder, you can move some of the files from the old one into the new one, and copy the .env file contents as well.
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Technical Discussion » Launcher does not work

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ctedin
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 April 15, 2022 09:25:01
Getting error: You need to be logged in to view https://www.sidefx.com/download/download-installer/versions/windows/ [www.sidefx.com] It's worked before. Just started to not work.
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Houdini Lounge » Any rumours of Houdini 19?

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ctedin
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 Oct. 14, 2021 17:47:33
GCharb
ctedin
If Houdini has full support for animated GLTF/GLB export to Blender's level, I'd feel a bit better about dropping Blender. Motionbuilder is still the standard for motion capture work, but Houdini's KineFX is really impressing me.
I've been looking into Modeler 2.0 from Alexey Vanzhula, but wondering if the new tools in 19 would close the gap. I might pull the trigger if my next project needs more traditional modeling. I LOVE Houdini for most of my modeling needs. It's really flexible, although the interface is not as smooth as I'd like.
https://www.sidefx.com/docs/houdini/nodes/sop/gltf.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/io/gltf.html [www.sidefx.com]

Lutojar1 .
GCharb
the new pie menu in Blender comes directly from Houdini,
they both got it from maya Blender has pie menus 5 years earlier than houdini to be fair
In all honesty I have no idea, they just look pretty much the same, so I assumed that it came from Houdini, just like I assume the blenders' geometry nodes come from Houdini as well, although I might be mistaken!

Sorry, I should have been more clear. Missing in 18.5 is any animation exports, especially multiple named clips/takes. As far as I can tell, it only exports static meshes. I use animated GLTF files to three.js files quite a bit. It seems that version 19 might support this, which would be fantastic. If anyone can find the animations export setting for GLTF in 18.5, I'd be pretty jazzed.

If you compare the stock exporter in Blender to Houdini 18.5, there is really no comparison. Lots more options in Blender. This is just a small sample. You can scroll up and see more. Blender has been my tool of choice for Three.js work. Houdini could really blow it out of the water with only a little work.
Edited by ctedin - Oct. 14, 2021 20:55:51
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Houdini Lounge » Any rumours of Houdini 19?

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ctedin
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 Oct. 14, 2021 10:36:55
If Houdini has full support for animated GLTF/GLB export to Blender's level, I'd feel a bit better about dropping Blender. Motionbuilder is still the standard for motion capture work, but Houdini's KineFX is really impressing me.
I've been looking into Modeler 2.0 from Alexey Vanzhula, but wondering if the new tools in 19 would close the gap. I might pull the trigger if my next project needs more traditional modeling. I LOVE Houdini for most of my modeling needs. It's really flexible, although the interface is not as smooth as I'd like.
Edited by ctedin - Oct. 14, 2021 11:05:11
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Houdini Lounge » Turn Edges into Curve

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ctedin
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 March 29, 2021 17:25:07
Dissolve SOP works like a charm. Use the polypath after, then a polywire, and you have nice tubes that follow underlying geo. Some transform, then _OUT that into a light geo node and you have neon lights that follows your mesh. Neat.
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Technical Discussion » KineFX Export to FBX

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ctedin
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 Oct. 21, 2020 09:56:30
Sweet. Thanks! It worked perfectly. This is going to be a solid tool, for sure.
Edited by ctedin - Oct. 21, 2020 11:48:04
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Technical Discussion » KineFX Export to FBX

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ctedin
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 Oct. 20, 2020 15:29:24
I'm having trouble exporting animated characters from KineFX using the provided ROP tools. I have a bonedeform SOP, but it seems to be reading from the source, rather than baking it into the joints themselves. Which node is the one I need to do this? Thanks. Great tools so far!
Edited by ctedin - Oct. 20, 2020 15:29:42
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Houdini Lounge » Houdini 18.5 Sneak Peak

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ctedin
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 Oct. 20, 2020 13:49:51
Launching now. Exciting…
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Houdini Lounge » Isn't it time for some Houdini 18.5 action soon?

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ctedin
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 Oct. 16, 2020 10:54:33
I'm very excited about KineFX. I have been teaching motionbuilder in my mocap class for a few years now, but seems out of reach for many of my students to use with the subscription price set WAY too high for mere mortals. I like Blender's tools, but “blending” is not their strong suit. The machine learning foot placement tools they showed were absolutely astounding. And, being able to use nodes to do the work, I will miss the story tools in Motionbuilder and the great “bake to control rig” and back to skeletons, layering, etc., but I'm looking forward to seeing how Houdini might replace my current workflow.
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Houdini Lounge » Mantra sky environment map

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ctedin
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 Sept. 4, 2020 17:42:33
Any word on improvements to the sky shader? I love Blender's Nishita shader. It's a huge step above Houdini's standard version. Unless I missed a feature they added recently, I'd love to give it a try in Houdini soon. And, of course, Renderman. I wonder if Renderman has a Nishita shader for their sky. I think they might have it.
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Houdini for Realtime » Gltf animation is missing.

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ctedin
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 April 19, 2020 12:01:28
I'm currently trying out Blender with relatively good results. I haven't tried the baking with PLA yet. I'll check Blender's forums and report back. Doing lots of A-frame and 8th wall work, so looking forward to animated meshes via GLB/GLTF formats.
Edited by ctedin - April 19, 2020 12:01:52
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Houdini for Realtime » Exporting Houdini scene to WebGL/three.js

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ctedin
69 posts
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 March 30, 2020 13:52:06
I've been trying the same thing myself. I did some MOPs work, and tried the MOPs Extract Attributes node. No luck so far. I'll keep trying. Bone-based animation seems to work. I tried importing an animated GLTF file and it doesn't bring in the animation. Going to export it as an Alembic or FBX file, and use Blender to convert. Might not work, but worth a try.
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Houdini Lounge » 17.5 Announcement

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ctedin
69 posts
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 March 8, 2019 13:50:20
TOPs and the new Procedural Dependency Graph looks outstanding! I can see a ton of uses for this one…
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Technical Discussion » Fractal hair clumping changing on each frame

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ctedin
69 posts
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 Oct. 22, 2018 12:39:28
I'm getting this in version 17 with Vellum Hair solver. The fiber hairs are jumping with clump SOP. They work fine without the clump. I'm trying to use the “groom fetch” SOP but having limited success getting the rest attribute to come in and be used in the hair fiber creation.
Edited by ctedin - Oct. 22, 2018 12:56:55
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Houdini Lounge » REPLACED BY?

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ctedin
69 posts
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 Sept. 10, 2018 20:57:58
Lol. Semicolons… I was wondering the same thing about Python replacing Hscript. Seems it just didn't happen.
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Houdini Lounge » MOPS — Motion Graphic Nodes for Designers — This is very cool!

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ctedin
69 posts
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 June 7, 2018 22:55:48
Wow, this is a wonderful tool. Thank you SO much guys!
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Technical Discussion » Volumetric ocean displacement issues

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ctedin
69 posts
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 April 18, 2018 16:32:11
Great. Thanks! I was going to try this out to see if it would work in a pinch. I think it would be at least a good start.
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Technical Discussion » Volumetric ocean displacement issues

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ctedin
69 posts
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 April 18, 2018 10:25:24
I'm having a bit of trouble with the diplacement working from the ocean flattank_fluid_extended node. I got the volumetric fluid to extend, but getting the displacement effect is giving me some trouble. I'm trying to get the volumetric fluid to follow the extended fluid plane's displacement, but it doesn't seem to follow when I point it to the /obj/flattank_fluid_extended/RENDER vs. the /obj/flattank_fluid/RENDER. What is missing in the extended node that doesn't give the volume the proper displacement? Thanks. This is a bit of a new system, so I'm a bit lost in the woods. The surface is working great, though, and I really love the new system.
Edited by ctedin - April 18, 2018 10:25:45
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