Has anyone ever succeeded in using the “Crop Mask” parameter on a camera ? There's no help about it, I suppose you just have to mention the object around which the crop should be done, but it doesn't work for me, I always get an error (in Houdini 12.5.427).
Thanks,
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Technical Discussion » Crop Mask parameter
- insania
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Houdini Lounge » Writing `in expression
- insania
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I always keep a notepad opened with a backtick inside, and everytime I need to use a opinputpath I copy/paste it.
There's I think a shortcut for the azerty keyboard, but I never remember it so I always used this method.
There's I think a shortcut for the azerty keyboard, but I never remember it so I always used this method.
Technical Discussion » Multiple State Changes In Dops
- insania
- 16 posts
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I haven't checked your scene, but take a look at this one (comes from Odforce, I can't remember where exactly). It does exactly what you want to do
Technical Discussion » op:/ operator and Camera background image?
- insania
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Same today (12.1.33)
Cop expression works as a background image for the viewport, but not for the camera.
Cop expression works as a background image for the viewport, but not for the camera.
Technical Discussion » Transfer attributes to instance geo
- insania
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I don't think you can get the attributes from the points at the sop level of the instanced geo, only at the object level. So to get the color, you must use point() and instancepoint() on the shader. Take a look at the file.
Houdini Lounge » copy sop help
- insania
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Create a point on center of every prim with the same normal attribute (I use a foreach in the example).
Maybe there's an easier way but… :
Maybe there's an easier way but… :
Technical Discussion » how to transform the planes to xy coordinate
- insania
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You can use a foreach to apply any modifications to every faces. In my example, I use a foreach to work on every faces of these cubes separatly, and inside this foreach, after subdivising the face, I'm using another foreach to create 4 windows.
Maybe not the best way to do this, but hope it can help.
(And why not using instances rather than copy sop ?)
Maybe not the best way to do this, but hope it can help.
(And why not using instances rather than copy sop ?)
Houdini Lounge » Bake procedural texture to UVs
- insania
- 16 posts
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grayOlorin
Hey 90, are the UVs you are trying to bake to a point attribute or a vertex attribute?
+1
The uv attributes must be vertex attributes, otherwise it doesn't work in uv space rendering (attribute promote to convert from one class to another).
Houdini Lounge » Bake procedural texture to UVs
- insania
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You can render your object in UV space, there is a parameter in the Mantra Node, “UV Render Object” (in Properties>Render). Just specify the name of the object you want.
Technical Discussion » Exporting Houdini Simulation for Maya
- insania
- 16 posts
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Maybe you can try to specify a partition attribute when exporting in alembic :
Partition Attribute : Specifies a string attribute which is used to partition a single geometry into multiple Alembic shape nodes. For example, you can use the name attribute to split a single piece of Houdini geometry into different Alembic shape nodes based on the value of the name.
Houdini Lounge » Houdini Tutorial Database
- insania
- 16 posts
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Hey Thomas, link is broken for this page :
http://www.papicrunch.net/GC-houdb/?collec=0&filter=none&sort=none&model=item&item=1345 [papicrunch.net]
I think the "http/" is missing in the link to the website (www.jcohen.name/)
:wink:
http://www.papicrunch.net/GC-houdb/?collec=0&filter=none&sort=none&model=item&item=1345 [papicrunch.net]
I think the "http/" is missing in the link to the website (www.jcohen.name/)
:wink:
Houdini Indie and Apprentice » Flip simulation problem
- insania
- 16 posts
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Thanks for your answer Ian, it works much better using point velocity :wink: I thought that increase the static object divisions would be enough to provide precise collisions…
Concerning the simulation, the aim is to get some slides on the box (a sugar box floats on a river, with droplet on top of it), droplets must move depending on the box orientation !
Concerning the simulation, the aim is to get some slides on the box (a sugar box floats on a river, with droplet on top of it), droplets must move depending on the box orientation !
Houdini Indie and Apprentice » Flip simulation problem
- insania
- 16 posts
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Houdini Indie and Apprentice » Flip simulation problem
- insania
- 16 posts
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Hi guys,
I'm working on a fluid droplet simulation, and I have a strange issue concerning collision of flip particles with a geometry. Check the following video to understand my problem, particles are not stuck when the collision mesh is going down, they are staying for one frame in air and then getting down on the mesh. Of course there is gravity. I've checked the substeps, but I can't find a solution for this problem. Launch the simulation in the scene and you will see this issue around frame 18.
Thanks a lot for your help !
Here is the vid :
http://insaniaweb.com/debug_partsjump.mov [insaniaweb.com]
I'm working on a fluid droplet simulation, and I have a strange issue concerning collision of flip particles with a geometry. Check the following video to understand my problem, particles are not stuck when the collision mesh is going down, they are staying for one frame in air and then getting down on the mesh. Of course there is gravity. I've checked the substeps, but I can't find a solution for this problem. Launch the simulation in the scene and you will see this issue around frame 18.
Thanks a lot for your help !
Here is the vid :
http://insaniaweb.com/debug_partsjump.mov [insaniaweb.com]
Technical Discussion » Alembic export from Houdini to Maya, motion blur problem
- insania
- 16 posts
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Technical Discussion » Alembic export from Houdini to Maya, motion blur problem
- insania
- 16 posts
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Hi guys,
I'm trying to export a bgeo mesh fluid sequence to maya 2013 using alembic. Import in maya works well, but it seems that the velocity vector from Houdini are not well interpreted in maya, they are all pointing to the center of the object. And when I'm rendering it in Maya with Motion Blur = crash (or motion blur centered to the object).
The only way I found to solve this is using .bin export plugin, but I would prefer to use alembic.
Thanks in advance for your help,
+
Marc
I'm trying to export a bgeo mesh fluid sequence to maya 2013 using alembic. Import in maya works well, but it seems that the velocity vector from Houdini are not well interpreted in maya, they are all pointing to the center of the object. And when I'm rendering it in Maya with Motion Blur = crash (or motion blur centered to the object).
The only way I found to solve this is using .bin export plugin, but I would prefer to use alembic.
Thanks in advance for your help,
+
Marc
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