stupid me,
Thank you very much.
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Houdini Lounge » Python expressions in Textfields
- draetsch
- 32 posts
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Houdini Lounge » Python expressions in Textfields
- draetsch
- 32 posts
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Hi there,
I am trying to use a python expression in the textfield of the Font SOP.
To be more specific I am trying to use this:
hex(1)
The problem is, that the Font SOP now writes the expression as text and not the result of the expression.
How can I calculate the result of the expression in the text field?
Thanks for your help.
I am trying to use a python expression in the textfield of the Font SOP.
To be more specific I am trying to use this:
hex(1)
The problem is, that the Font SOP now writes the expression as text and not the result of the expression.
How can I calculate the result of the expression in the text field?
Thanks for your help.
Houdini Indie and Apprentice » import points to pop
- draetsch
- 32 posts
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Yes, this is perfect.
Thank you very much!
What I don't get though is that the npoints expression returns the number of points (so, an integer, right?) Where are the point positions coming from?
Thank you very much!
What I don't get though is that the npoints expression returns the number of points (so, an integer, right?) Where are the point positions coming from?
Houdini Indie and Apprentice » import points to pop
- draetsch
- 32 posts
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Hello,
I am currently trying to get a fixed number of points into pops as particles. I thought about something like this:
- create geometry in sop.
- use scatter sop
- append pop network to scatter sop
- use the scattered points as fixed number of particles in a pop network.
The problem is I do not know how to import the points into pops. Perhaps someone can help me there.
Thank you very much and have fun trying out Version 11. I think it's great!!! Keep on the good work, SESI.
I am currently trying to get a fixed number of points into pops as particles. I thought about something like this:
- create geometry in sop.
- use scatter sop
- append pop network to scatter sop
- use the scattered points as fixed number of particles in a pop network.
The problem is I do not know how to import the points into pops. Perhaps someone can help me there.
Thank you very much and have fun trying out Version 11. I think it's great!!! Keep on the good work, SESI.
Houdini Lounge » UV Snapping
- draetsch
- 32 posts
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Technical Discussion » freebsd
- draetsch
- 32 posts
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Houdini Lounge » Final Gathering question
- draetsch
- 32 posts
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I went through the tutorial about final gathering, that I found in the docs. I know final gathering from Softimage and Mental Ray, where I can use a piece of geometry to light the scene. Can I do that in Houdini too or do I use light instancing for that?
Houdini Lounge » shading problem
- draetsch
- 32 posts
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I tried it out and it works partly. The problem seems to be the Anisotropic shading mode. I applied a shader SOP and created a VEX shader with an Anisotropic Lighting model. That doesn't seem to work. No problem with Phong or other models though.
Houdini Lounge » shading problem
- draetsch
- 32 posts
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Sorry, doesn't work for me. Even with that I have strange highlights on the surface.
I had a simple setup: A polycube and a polytube subtracted ending with a cube with a hole. Now the strange edges go from the cornerpoints of the cube to the hole. The specular highlights are broken at this edges.
I had a simple setup: A polycube and a polytube subtracted ending with a cube with a hole. Now the strange edges go from the cornerpoints of the cube to the hole. The specular highlights are broken at this edges.
Houdini Lounge » shading problem
- draetsch
- 32 posts
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I used the Cookie SOP to make a hole in a box. When applying a shader to it, Mantra renders the object with very ugly edges crossing the faces. I tried to use the Facet SOP to make unique points, but this doesn't work either. What can I do?
Houdini Lounge » particle collision
- draetsch
- 32 posts
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Houdini Lounge » Houdini 6 Beta test
- draetsch
- 32 posts
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Houdini Lounge » particle collision
- draetsch
- 32 posts
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Yeah, that works fine. Very special thanks to that. One last question. How do you import geometry into POPs? I only found the source POP but that is only for particles i thought.
Houdini Lounge » particle collision
- draetsch
- 32 posts
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Houdini Lounge » particle collision
- draetsch
- 32 posts
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Short question, related to that. How can I bake simulated movement into function curves?
Houdini Lounge » particle collision
- draetsch
- 32 posts
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I have that one turned on of course.
No, I suppose the problem lies in the spring SOP. The motion of the collision object is driven by this SOP. When I use a xform SOP the collision works, but not with the simulation.
It's not that important, but does someone know why collision doesn't work with simulated movement?
No, I suppose the problem lies in the spring SOP. The motion of the collision object is driven by this SOP. When I use a xform SOP the collision works, but not with the simulation.
It's not that important, but does someone know why collision doesn't work with simulated movement?
Houdini Lounge » particle collision
- draetsch
- 32 posts
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OK, found something. It doesn't seem to work with the spring SOP attached to the ball.
Houdini Lounge » particle collision
- draetsch
- 32 posts
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The problem is, the ball hits no particle at all.
I used a grid as the source with random surface emission type. I pluged this source into a collision node. The collision Geometry is a poly sphere with a spring node with external force. The collision node is set to bounce.
So the sphere hits nothing. What am I doing wrong?
I used a grid as the source with random surface emission type. I pluged this source into a collision node. The collision Geometry is a poly sphere with a spring node with external force. The collision node is set to bounce.
So the sphere hits nothing. What am I doing wrong?
Houdini Lounge » particle collision
- draetsch
- 32 posts
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Hi folks,
i tried to collide a sphere with some particles but it doesn't seem to work. I have particles generated from a grid in a way, that the particles form some sort of wall. Now I want an object falling against this particlewall and pushing the particles away. How can I achieve that?
i tried to collide a sphere with some particles but it doesn't seem to work. I have particles generated from a grid in a way, that the particles form some sort of wall. Now I want an object falling against this particlewall and pushing the particles away. How can I achieve that?
Houdini Lounge » vfl
- draetsch
- 32 posts
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Hi there,
I downloaded a vfl file from the odforce page. The problem is, what have I to do to install this. I know how to compile shader vfl files but this one's a SOP. I heard that a tutorial about the filestructure of the shaderfiles lies on www.sidefx.com but I can't find it. How can I get this SOP to work?
I downloaded a vfl file from the odforce page. The problem is, what have I to do to install this. I know how to compile shader vfl files but this one's a SOP. I heard that a tutorial about the filestructure of the shaderfiles lies on www.sidefx.com but I can't find it. How can I get this SOP to work?
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