To further in this vary topic, I would like to know “how” to watch and learn from video tutorial. Everyone has own studying style, but I just don't know how to do it efficiently in my own case. I find myself going back and forth and still not getting them all in my head. Did you all have to watch a couple of times to really get them too? Do you still need to go back to tutorials when working on your own as well?
I have been through basics and learned the philosophy of certain setups but the more advanced videos I watch the more I feel lost. Sometimes instructors would go back to add this and then go further back to hack that and I get confused big time. I also wonder, when working on my own, should I apply the same steps instructor teaches or I should layout all first and work along the way?
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Houdini Learning Materials » How to learn houdini ??
- davidave
- 55 posts
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Technical Discussion » Is there a way to activate/deactive sin wave in hscript?
- davidave
- 55 posts
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So adding a sin() on top of keyed animation, never realized that can done!!!!
Thanks for the tip, Tomas!
Thanks for the tip, Tomas!
Technical Discussion » Is there a way to activate/deactive sin wave in hscript?
- davidave
- 55 posts
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Hahaha, blackpixel, you cracked me up after another long and stupid day! Amazed that you can play that far with the basic sin expression, sooo cool!
I have done some search earlier but only found the camera shake tips at Setting up Cameras page if($F%2, 1, -1) * easeout()
But not sure why it only works with camera cry Anyway, I like yours better, so much more control, thanks again!
I have done some search earlier but only found the camera shake tips at Setting up Cameras page if($F%2, 1, -1) * easeout()
But not sure why it only works with camera cry Anyway, I like yours better, so much more control, thanks again!
Technical Discussion » Is there a way to activate/deactive sin wave in hscript?
- davidave
- 55 posts
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Is there a way to activate/deactive sin wave in hscript? For example, I inserted sin($F * 20) in my translate X but I don't want it to keep moving constantly…. I would like it to start the shake at frame 10 and lasts for 10 frame and easeout and stop…. Is it possible?
Technical Discussion » How to make particles to follow Alembic object?
- davidave
- 55 posts
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I have a Alembic car that's animated and I am trying to make particles to follow the car along its path. I am trying to use pop attract node to follow the car as the goal but I assume since the car is “already” animated, pop attract doesn't recognize it and end up doing nothing. What should I do differently to make it work?
Thanks,
Thanks,
Technical Discussion » Acessing point Alpha in vops
- davidave
- 55 posts
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Hi, tamte and Rob
I would like to know how to create alpha besides using point sop and found this thread but I am still not sure which is the right tool in vopsop. Could you explain where I can find it?
I was trying to use wrangle node to set it too but I can't get them to work with the vexpression below
float alpha=.5;
@Cd= {1, 0, 0};
or
vector4 @Cd= {1, 0, 0, .5};
Any idea how I should correct them?
I would like to know how to create alpha besides using point sop and found this thread but I am still not sure which is the right tool in vopsop. Could you explain where I can find it?
I was trying to use wrangle node to set it too but I can't get them to work with the vexpression below
float alpha=.5;
@Cd= {1, 0, 0};
or
vector4 @Cd= {1, 0, 0, .5};
Any idea how I should correct them?
Houdini Learning Materials » How would you translate hscript expression into VEX?
- davidave
- 55 posts
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I am trying to get my head round VEX expression and found that there are hscript_noise, hscript_turb….etc. for noise that mimic hscript's noise function, for example. I did look up but I still don't quite understand how to “read” it…
And my question would be, what if the noise expression is a bit complicated like below, how would you translate it into VEX expression?
noise($TX * .2, $TY, $TZ * .5) + sturb($TX * .3, $TY, $TZ * noise($TX * .5, $TY, $TZ * .2), 5)
Or rather create a whole new version using VEX noise funcation?
Thanks!
And my question would be, what if the noise expression is a bit complicated like below, how would you translate it into VEX expression?
noise($TX * .2, $TY, $TZ * .5) + sturb($TX * .3, $TY, $TZ * noise($TX * .5, $TY, $TZ * .2), 5)
Or rather create a whole new version using VEX noise funcation?
Thanks!
Houdini Learning Materials » How can I get point info after a smooth sop of a geometry?
- davidave
- 55 posts
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Thanks, badhairday! Ray looks like a nice tool to play with! D
Though do you think I should export the grid geometry as .bgeo or obj. and re-import back it in order to have it worked with the ray sop?
What I wondered is the possibility of manipulating point value after smooth sop applied. Or smooth sop should always come after all the changes? I am trying out noise function with point sop and came up this question.
I will try more when I get home, thanks again!
Though do you think I should export the grid geometry as .bgeo or obj. and re-import back it in order to have it worked with the ray sop?
What I wondered is the possibility of manipulating point value after smooth sop applied. Or smooth sop should always come after all the changes? I am trying out noise function with point sop and came up this question.
I will try more when I get home, thanks again!
Houdini Learning Materials » How can I get point info after a smooth sop of a geometry?
- davidave
- 55 posts
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I have a basic grid setup that I have altered its Y axis with noise expression to create some bumps in a point sop. And at the end, I added a smooth sop to toned down the spikes.
What I want is to offset an object above surface no matter where it travels. So I copy and paste the noise value from the grid stream and into object's point sop. Now, since I have a smooth sop at the end of the grid stream, the object is not following along correctly…
So I would like to know how should I get the new Y axis value so my object would follow the the smoothedout-noised-grid better.
Please share what you think or correct what I might have done wrong, thanks!
What I want is to offset an object above surface no matter where it travels. So I copy and paste the noise value from the grid stream and into object's point sop. Now, since I have a smooth sop at the end of the grid stream, the object is not following along correctly…
So I would like to know how should I get the new Y axis value so my object would follow the the smoothedout-noised-grid better.
Please share what you think or correct what I might have done wrong, thanks!
Houdini Learning Materials » Question on learning scripting/language/expression
- davidave
- 55 posts
- Offline
I got the ideas of what they are and for now, thank you so much guys!
I am definitely much more confident than ever! From building otls, especially, I actually feel closer to the program by using some easy expressions here and there and really want to know more. Well, still a long way to go and I shall not rush, right? Thanks again guys, really had no idea where to look and start this journey.
Sincerely,
David
I am definitely much more confident than ever! From building otls, especially, I actually feel closer to the program by using some easy expressions here and there and really want to know more. Well, still a long way to go and I shall not rush, right? Thanks again guys, really had no idea where to look and start this journey.
Sincerely,
David
Houdini Indie and Apprentice » How would you create a VEX Clay shader inside SHOP Network?
- davidave
- 55 posts
- Offline
I do find Clay in Material Palette and have assigned it to my objects without problem but never thought they are the “same” thing now! Thanks for pointing out!
Sincerely,
David
Sincerely,
David
Houdini Indie and Apprentice » How would you create a VEX Clay shader inside SHOP Network?
- davidave
- 55 posts
- Offline
Thanks, Tomas!
I looked everywhere I could because I never want to bother you guys with this kind of 101 question but I just couldn't find any….or I just don't know how to look.
You mention that it's old so I assume the workflow for getting this and some other shaders is not longer suggested…. Then could you also tell me how you would create such shader as in the latest work flow?
Thanks again!
Sincerely,
David
I looked everywhere I could because I never want to bother you guys with this kind of 101 question but I just couldn't find any….or I just don't know how to look.
You mention that it's old so I assume the workflow for getting this and some other shaders is not longer suggested…. Then could you also tell me how you would create such shader as in the latest work flow?
Thanks again!
Sincerely,
David
Houdini Indie and Apprentice » How would you create a VEX Clay shader inside SHOP Network?
- davidave
- 55 posts
- Offline
How would you create a VEX Clay shader inside SHOP Network?
Is there other way to create it other than choosing from the tab-key menu since I don't see it in the list?
Please let me know, thanks!
Is there other way to create it other than choosing from the tab-key menu since I don't see it in the list?
Please let me know, thanks!
Houdini Indie and Apprentice » Expression question
- davidave
- 55 posts
- Offline
Thanks, pusat!
After some thinking, I am not sure of something still so I hope you can help me to get the concept right.
Since the original poster's example was “return to a value of 1 when an even number is present. For example, at frame 3 it will give me a value of 0” so I am confused…
With the example and $F % 2 == 0, I am thinking
at frame 2, the remainder is 0 so the value returns 1
at frame 3, the remainder is 1 so the value returns 0
at frame 4, the remainder is 0 so the value returns 1
at frame 5, the remainder is 1 so the value returns 0
at frame 6, the remainder is 0 so the value returns 1
……….etc. (am I on right direction?)
I assume $F % 2 == 0 is just a part of the whole lengthy expression so there must be somewhere that we need to define to let it return either 0 or 1, right?
Thanks,
After some thinking, I am not sure of something still so I hope you can help me to get the concept right.
Since the original poster's example was “return to a value of 1 when an even number is present. For example, at frame 3 it will give me a value of 0” so I am confused…
With the example and $F % 2 == 0, I am thinking
at frame 2, the remainder is 0 so the value returns 1
at frame 3, the remainder is 1 so the value returns 0
at frame 4, the remainder is 0 so the value returns 1
at frame 5, the remainder is 1 so the value returns 0
at frame 6, the remainder is 0 so the value returns 1
……….etc. (am I on right direction?)
I assume $F % 2 == 0 is just a part of the whole lengthy expression so there must be somewhere that we need to define to let it return either 0 or 1, right?
Thanks,
Houdini Learning Materials » Question on learning scripting/language/expression
- davidave
- 55 posts
- Offline
Thanks for your suggestion, Benchboy!
In fact, I do feel a bit more familiar when putting up together an expression compare to when started. Although they don't work all the time, I am experimenting along the way and will be hitting exhelp a lot more now. Community has been great, especially with people like you sharing thoughts and tips, really appreciated.
Thanks again!
Sincerely,
David
In fact, I do feel a bit more familiar when putting up together an expression compare to when started. Although they don't work all the time, I am experimenting along the way and will be hitting exhelp a lot more now. Community has been great, especially with people like you sharing thoughts and tips, really appreciated.
Thanks again!
Sincerely,
David
Houdini Learning Materials » Question on learning scripting/language/expression
- davidave
- 55 posts
- Offline
Dear All,
I would like to have some suggestions on picking up scripting/language/expression for Houdini. I have no language background nor having a math brain but I really want to do more in Houdini.
Houdini Doc is the best help; however, it sometimes doesn't go as basic…. I just asked a question regarding modulus operator (%) in the forum and I feel really stupid for even asking everyone to help on that. I did search and found out the usage with pulse expression and what it means in javascript and such though I still don't know where to go next in Houdini.
OK, so my question would be how do I learn Expression? I mean….is that a language its own? Is it the same thing as in Maya and After Effects, and java related?
Although the doc says Expression is old and will be replaced, it is still being widely used as well as in tutorials. And same to HScript, so instead I will be focusing on Python since HOM is using Python too…. I have tried to simplify the list of languages in the following, which limited down to Expression, Python, and VEX
Expression (“old scripting language” but still widely used)
HScript (“old scripting language”)
Python
Python Expression (Basically Python?)
HOM (using Python)
VEX
I read some chapters on Python but always got dragged away by some exercises, which always makes me wonder if they will be anything to do with Houdini (I know they do eventually) and really who knows how long will it take for me to get back working on Houdini.
Has there been book published on HScript, VEX, or HOM? Maybe I need a book on Expression, too.
Another problem is every time I am catching up a tutorial, I realize that the workflow has been changed or the functions are no longer there between versions, which really sucks and kept stopping me.
I would like to study the language books if there are any but I am afraid that I will take forever to go through them, which by the time Houdini might be evolving into using another language, hahaha.
Please let me know if you have experience going through or any suggestion would be great help along the way.
Thanks, guys!
David
I would like to have some suggestions on picking up scripting/language/expression for Houdini. I have no language background nor having a math brain but I really want to do more in Houdini.
Houdini Doc is the best help; however, it sometimes doesn't go as basic…. I just asked a question regarding modulus operator (%) in the forum and I feel really stupid for even asking everyone to help on that. I did search and found out the usage with pulse expression and what it means in javascript and such though I still don't know where to go next in Houdini.
OK, so my question would be how do I learn Expression? I mean….is that a language its own? Is it the same thing as in Maya and After Effects, and java related?
Although the doc says Expression is old and will be replaced, it is still being widely used as well as in tutorials. And same to HScript, so instead I will be focusing on Python since HOM is using Python too…. I have tried to simplify the list of languages in the following, which limited down to Expression, Python, and VEX
Expression (“old scripting language” but still widely used)
HScript (“old scripting language”)
Python
Python Expression (Basically Python?)
HOM (using Python)
VEX
I read some chapters on Python but always got dragged away by some exercises, which always makes me wonder if they will be anything to do with Houdini (I know they do eventually) and really who knows how long will it take for me to get back working on Houdini.
Has there been book published on HScript, VEX, or HOM? Maybe I need a book on Expression, too.
Another problem is every time I am catching up a tutorial, I realize that the workflow has been changed or the functions are no longer there between versions, which really sucks and kept stopping me.
I would like to study the language books if there are any but I am afraid that I will take forever to go through them, which by the time Houdini might be evolving into using another language, hahaha.
Please let me know if you have experience going through or any suggestion would be great help along the way.
Thanks, guys!
David
Houdini Indie and Apprentice » Expression question
- davidave
- 55 posts
- Offline
Hello, graham!
Can you explain what this expression means or do for shihhao's question? I am reading it as….when current frame # modulus 2 equals to 0, which I don't understand what it would return to tell if it's even number or odd number. Do we need another expression to tell when == 1?
Thanks and sorry for my newbie question…
David
Can you explain what this expression means or do for shihhao's question? I am reading it as….when current frame # modulus 2 equals to 0, which I don't understand what it would return to tell if it's even number or odd number. Do we need another expression to tell when == 1?
Thanks and sorry for my newbie question…
David
Houdini Indie and Apprentice » How to create or sculpt a Swirling Fluid like in this ad?
- davidave
- 55 posts
- Offline
Hi All,
I came across an ad which made me eager to know how it's achieved. It's a shot of a slowly swirlling fluid starts before 058 in http//www.youtube.com/watch?v=_04Xmi0r2EI
I read the tool they used are 3dsMax and RealFlow, and wonder if I can create this in Houdini? Anyone can help point a direction for me to go further? Do I need to use Realflow to acieve this? Any idea or suggestion would be great, thanks!
Sincerely,
David
I came across an ad which made me eager to know how it's achieved. It's a shot of a slowly swirlling fluid starts before 058 in http//www.youtube.com/watch?v=_04Xmi0r2EI
I read the tool they used are 3dsMax and RealFlow, and wonder if I can create this in Houdini? Anyone can help point a direction for me to go further? Do I need to use Realflow to acieve this? Any idea or suggestion would be great, thanks!
Sincerely,
David
Houdini Indie and Apprentice » Is cloth simulation the way for destructing steel structure?
- davidave
- 55 posts
- Offline
Hello, All
I am interested in destructing steel structure and I need to get some ideas from you guys.
When a steel tower, for example, get hit by something strong, it should get bent and teared, and collapsed eventually.
Is cloth simulation the way to do it? I saw the Masterclass Crumpling and Tearing and wonder if this can apply to what I want to achieve.
Sincerely,
David
I am interested in destructing steel structure and I need to get some ideas from you guys.
When a steel tower, for example, get hit by something strong, it should get bent and teared, and collapsed eventually.
Is cloth simulation the way to do it? I saw the Masterclass Crumpling and Tearing and wonder if this can apply to what I want to achieve.
Sincerely,
David
Houdini Indie and Apprentice » Looking for Source Apply node for creating smoke
- davidave
- 55 posts
- Offline
Thanks, Jordan! I have been lost here and there due to the changes, haha. Great help!
Sincerely,
David
Sincerely,
David
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