Thank you !
That worked. I tried similar approach before but used opinputpath and now I know why it didn't work
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Technical Discussion » How to Transfer color from COPs to point color in SOPs
- fragmentzero
- 9 posts
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Technical Discussion » How to Transfer color from COPs to point color in SOPs
- fragmentzero
- 9 posts
- Offline
In my case, Attribute from Map works but only if I have saved an image on disk.
How can I transfer color from a COP node to point color in SOP?\
Is this right way to reference a texture in Attribute from Map?
op:../COPNET_DATA/OUT_COP/
For whatever reason I am getting color value of (1, 0.5, 0.5) when referencing path using op:
But its fine if I reload a texture from disk, which was saved with ROP COP.
Thanks in advance
How can I transfer color from a COP node to point color in SOP?\
Is this right way to reference a texture in Attribute from Map?
op:../COPNET_DATA/OUT_COP/
For whatever reason I am getting color value of (1, 0.5, 0.5) when referencing path using op:
But its fine if I reload a texture from disk, which was saved with ROP COP.
Thanks in advance
Edited by fragmentzero - April 20, 2020 13:37:12
Technical Discussion » Replacement SOPs to work with Compile blocks
- fragmentzero
- 9 posts
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Thanks.
I'll get .641 right away.
pcopen is a valid choice, however, its quite expensive compared to AttribTransfer for simple operations.
Need to compare the performance under compile blocks though.
I'll get .641 right away.
pcopen is a valid choice, however, its quite expensive compared to AttribTransfer for simple operations.
Need to compare the performance under compile blocks though.
Technical Discussion » Replacement SOPs to work with Compile blocks
- fragmentzero
- 9 posts
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Hello
Since some SOPs are not yet supported with Compile blocks, are there any replacements (even with workarounds) to use?
Currently I am interested in replacements of :
Carve, Sort, AttribTransfer and Join(PolyPath seems good).
Thanks
Since some SOPs are not yet supported with Compile blocks, are there any replacements (even with workarounds) to use?
Currently I am interested in replacements of :
Carve, Sort, AttribTransfer and Join(PolyPath seems good).
Thanks
Technical Discussion » Houdini to Unreal geometry prefered/recommended format/workflow
- fragmentzero
- 9 posts
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Hi
2 UV channels - I tested with 2 Layer SOPs with current layer set and Max layers set to 2. And it works when imported in Unreal.
Triangulation - I tend to use Divide SOP with default parms if I want to explicitly triangulate before export.
Export - Both FBX and Alembic works fine but Alembic is preferred in case of vertex anim baked stuff while FBX for ENV models.
Hope it helps.
2 UV channels - I tested with 2 Layer SOPs with current layer set and Max layers set to 2. And it works when imported in Unreal.
Triangulation - I tend to use Divide SOP with default parms if I want to explicitly triangulate before export.
Export - Both FBX and Alembic works fine but Alembic is preferred in case of vertex anim baked stuff while FBX for ENV models.
Hope it helps.
Houdini Learning Materials » Core concepts of Procedural systems
- fragmentzero
- 9 posts
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I wrote two parts series on essential concepts in working with procedural systems.
Its mostly theory and philosophy behind systematic approach and its meant for newcomers to Procedural.
Part 1 [vishangshah.com] and Part 2 [vishangshah.com].
Its mostly theory and philosophy behind systematic approach and its meant for newcomers to Procedural.
Part 1 [vishangshah.com] and Part 2 [vishangshah.com].
Houdini Lounge » How to remove a shelf tool from tab menu
- fragmentzero
- 9 posts
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Thanks for the reply.
I managed to load .shelf files in text editor and make changes over there.
Turns out if I remove tab menu lines from all shelves then it fixes itself after restarting.
I managed to load .shelf files in text editor and make changes over there.
Turns out if I remove tab menu lines from all shelves then it fixes itself after restarting.
Houdini Lounge » How to remove a shelf tool from tab menu
- fragmentzero
- 9 posts
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Hello,
I created few custom shelf tools for learning purposes and added them in tab manu for various contexts.
I have deleted most of them from the shelf but they still exists in the tab menu.
How can I remove them? Also how can I remove the tab menu item?
Thanks
I created few custom shelf tools for learning purposes and added them in tab manu for various contexts.
I have deleted most of them from the shelf but they still exists in the tab menu.
How can I remove them? Also how can I remove the tab menu item?
Thanks
Technical Discussion » How to keep geometry hidden until its affected by simulation
- fragmentzero
- 9 posts
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This is copy of my post [forums.odforce.net] odforce forum.
Hello,
How do you make sure that non-simulating geometry is hidden (in Render and Viewport) until it becomes active and then stay visible as well simulated once activated?
I am trying to make the geo visible only when it's inside active group.
I have attached a file to show intentions.
As advised on ODForum, I tried to use a material in SOP Solver after Active node in DOP. But that doesn't work. And even if that worked. It would mean that I need to somehow do the same for each material ID?
Also, Alpha in point and/or primitive SOP works in viewport but not in Render.
Thanks
Hello,
How do you make sure that non-simulating geometry is hidden (in Render and Viewport) until it becomes active and then stay visible as well simulated once activated?
I am trying to make the geo visible only when it's inside active group.
I have attached a file to show intentions.
As advised on ODForum, I tried to use a material in SOP Solver after Active node in DOP. But that doesn't work. And even if that worked. It would mean that I need to somehow do the same for each material ID?
Also, Alpha in point and/or primitive SOP works in viewport but not in Render.
Thanks
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