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Found 16 posts.

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HOULY Daily Challenge » Day 24 | Worlds: Ancient

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foam
16 posts
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 July 24, 2020 03:06:51
The Ancient One
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HOULY Daily Challenge » Day 23 | Worlds: Waterway

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foam
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 July 23, 2020 20:38:09
mineral pools
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HOULY Daily Challenge » Day 7 | Motion: Speed

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foam
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 July 7, 2020 21:33:27
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HOULY Daily Challenge » Day 2 | Elements: Wind

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foam
16 posts
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 July 2, 2020 21:59:48
Here's my submission!
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HOULY Daily Challenge » Day 1 | Elements: Earth

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foam
16 posts
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 July 1, 2020 23:23:58
2020 should have been like… exit stage left!
Edited by foam - July 1, 2020 23:27:29
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Houdini Lounge » Voronoi Fracture Mask?

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foam
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 June 16, 2015 18:34:52
You could try using the ‘cluster’ attribute on the points before it goes into the voronoi fracture.
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Houdini Indie and Apprentice » Houdini to Unreal 4 workflow

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foam
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 March 5, 2015 15:14:49
What issues are you running into?
I was successful porting models and materials using fbx 2013 and making sure there's no overlapping uvs.
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Technical Discussion » Fracturing OBJ Problem

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foam
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 Nov. 30, 2014 21:52:32
On the static object under Collisions > Bullet Data, there's a ‘Show Guide Geo’ toggle that you can use to visualize the collider.
It's probably doing what you're showing because it's represented as a convex hull. Changing it to concave should help.
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Houdini Lounge » Powerful engine but very poor interface design

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foam
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 Nov. 29, 2013 19:00:43
As someone who was in graphic design, personally I've always thought the Houdini icons were top notch.
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Houdini Lounge » mantra.exe has stopped working or just nothing

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foam
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 Nov. 11, 2013 12:12:36
What does the render scheduler say? Is it done in zero seconds?
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Houdini Lounge » What is a Linear Vertex?

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foam
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 Nov. 7, 2013 16:01:49
ndickson
foam
Is it a representation of 0 to Last vertex? Instead of prim:vert index (if that's what it is) in the details view?
Correct… for pretty much any use case inside Houdini.

To clarify, you probably don't need to worry about this distinction, but the order of vertex indices may not correspond with the order of the primitives then the order of the vertices within the primitives. For example, if you do a Reverse SOP, the order of the vertices within the primitives change, but the vertex indices don't usually get changed. It's still 0 to the last vertex; the order may just not be consistent with the other order.

You can check this by putting down a grid, then adding an AttribWrangle on vertices, with “i@vertex_index = @vtxnum;” as the VEXpression. Open up the spreadsheet on vertex attributes, and vertex_index will show 0 to 323. If you put down a reverse in between the two SOPs, all of the same numbers will still be there; they'll just be in a different order, since the spreadsheet for vertices sorts by primitive, then by vertex order within a primitive.

Random trivia. :wink:

Awesome, I get it now - thanks a ton for clearing that up!!
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Houdini Lounge » What is a Linear Vertex?

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foam
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 Nov. 6, 2013 01:53:57
yup, that lines up!
Thanks!
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Houdini Lounge » What is a Linear Vertex?

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foam
16 posts
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 Nov. 6, 2013 01:42:44
Is it a representation of 0 to Last vertex? Instead of prim:vert index (if that's what it is) in the details view?
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Houdini Lounge » What is a Linear Vertex?

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foam
16 posts
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 Nov. 6, 2013 01:23:42
I came across it in the vertexindex VEX function helpcard and couldn't figure out what it means.
Also, I was wondering why when I select vertices in the viewport some of them don't get highlighted at all in the details pane.

Thanks!
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Houdini Lounge » strange VopSop behaviour

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foam
16 posts
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 Oct. 16, 2013 16:01:12
Working in manual update mode should help you finish your while loop.
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Houdini Lounge » H12.5 viewport displays geometry that it's NOT SUPPOSED TO!

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foam
16 posts
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 Aug. 14, 2013 13:13:04
Try switching to an adjacent pane tab so your viewport is no longer visible and switch back. Might save some restarting
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